TEXT:  
  
   
   
  1111 
  Credits 
  Written By: Chris Rutkowsky 
  Cover Artwork By Jean Leon Gerome Ferris, The Capture of the Pirate Blackbeard, 1921 
  Interior Artwork By: Jason Walton from Image Portfolio Anthology volume 1 and Butch Mapa Image Portfolio 1.14 
  (Devil’s Workshop). 
  How to Use This Product 
  This is a story-arc intended to be used by the narrator of a game of BASH! Fantasy Edition.  If you do not have the 
  game, and would like to learn more about it, check it out at http://www.bashrpg.com/fantasy.htm.  There is a free 
  demo version of the game there.     
   
  This story is intended to be run in the swashbuckling genre.  A sample setting for this genre is provided after the 
  story arc, however, you may substitute place names to fit this adventure within your own BASH Fantasy setting.   
   
  Beginning  
  Our story begins in the port city of San Lucas the capitol city of the Falcon Islands, a tropical territory of the 
  kingdom Tristania, in the year 1650.  Our heroes are in the town looking for a bit of excitement in port after a long 
  voyage at sea. San Lucas is a rather cosmopolitan port city, with a great variety of things to see and do from all 
  over the world.  
   
  The heroes will be in the Wayward Gull, a tavern on the waterfront when the adventure begins.  While there, 
  they will witness a man being attacked by a group of ruffians.  This group is in fact a press gang, looking to fill the 
  ranks of their ships crew!  If the heroes intervene, the gang will attempt to bring the heroes down instead... 
   
  Press Gang Leader 
  Brawn 2 Agility 3 Mind 1 
  Whip Technique +2DM, Snatch, Entangle, Leather Armor 
  Possessions: Whip (x3 hit, x4 dmg), Leather Armor 10 Soak 
  100 Hits 
  Gang Members Average Attack 14 Average Defense 14 
  Brawn 2 Agility 2 Mind 1 
  Armed with Cudgels (x4 dmg) 
  20 Hits 
   
  If questioned, the gang members will reveal who hired them, Captain Louis LeMarque, an Argancian 
  merchant captain.  He was going to pay them a gold Mark for each man they brought him.  If the harbormaster is 
  told of this, he will tell LeMarque to leave immediately or be arrested.  LeMarque will grudgingly go, cursing the city 
  and the heroes!   
   
  The man whom the heroes saved from the press gang is Edmund Worthington, an explorer from the land of 
  Abeland.  He is so grateful to the heroes that he will tell them about his latest expedition, in search of the pyramids 
  of Onwato, an island only fabled to exist.  However, Worthington insists that he has found evidence in the form of 
  ancient Tpyean scrolls he recently translated that the island is real... and laden with treasures!   
   
  According to the papyrus scrolls, 2,500 years ago, a Tpygean prince led a fleet of ships across the sea, 
  searching for the home of the gods.  Instead, they arrived on an island, where the people began worshipping them 
  and their gods.  The prince decided to stay on the island, and became its pharaoh.  The people built a grand 
  pyramid for their leader, and he was beloved by them.  Upon his death, his high priest attempted to proclaim 
  himself the new pharoah of the island.  He was a cruel and unjust leader, and the native inhabitants rose in 
  rebellion, killing their Tpygean masters.  Of the many ships that fled the island, bound to return to Tpygea, a single 
  one succeeded, and brought the records of the expedition, including star charts necessary to return to the island.  
  At this time, however, the Tpygeans were coming under attack by the Thurian Empire, and all thoughts of the land 
  across the sea were forgotten. 
   
  If the heroes are interested in joining the expedition, he will offer them each 50 gold Marks if the treasure is 
  recovered.  Most of the ship’s crew were promised 25 Marks.  The treasures will be brought back to the Royal 
  Explorer’s Guild in Abeland for study-- it is not going to be sold or melted down! 
   
  The ship is called the Sea Dragon.  The various crew members are detailed below: 
   
  
   
   
  2222 
  Captain Hispero 
  Brawn 2 Agility 2 Mind 3 
  Quick-Draw, Cutlass Technique +1 to hit, Pistol Technique +1 to hit, Off-hand Pistol, Leather Armor Familiarity. 
  Skills: Athletics/Balance, Stealth/Hide, Sailing/Navigation, Military/Command, Streetwise/Gut 
  Possessions: Cutlass (x3 to hit, x4 Dmg) Priority 4 
  Two pistols (x3 to hit, x5 dmg) Priority 3 
  Leather Armor (10 Soak) 
  100 Hits 
  Captain Hispero is a Tristanian sea captain hired by Worthington.  His main motive for pursuing this mission is that 
  he wants to make a name for himself, though he does need the money as well.  He is willing to take risks in the 
  pursuit of glory and he feels that discovering this “lost island” will bring him both fame and fortune.   
   
  Padre Fernando 
  Brawn 1 Agility 2 Mind 4 
  Banish Undead- Range 5, Radius 1, Daze [limitation: only affects undead, enhancement: repels targets] 4pts; 
  Renew Life x2 Healing [limitation: prayer, enhancement: usable on others] 2pts; Rank (church)1pt. 
  Skills: 
  Craft/Pottery, 
  Ride/Control, 
  Humanities/Religion, 
  Occultism/Cryptography, 
  Social 
  Science/History; 
  Physician/Diagnosis 
  Posessions: a Theodoric Sigil worth 10 Marks, a cane (x2 hit, x3 Stun dmg) 
  Advantages: Miracle Worker, The Cause: Spreading the word of Theodoric 
  Disadvantages: Age (old), Oath (never shed blood) 
  80 Hits 
  Padre Fernando has undertaken this mission as a chance to spread he word of Theodoric to a people lost to his 
  message.  Worthington’s reason for wanting him aboard is more secular.  He believes that the tomb may be home 
  to undead creatures, and is thus thankful to have him aboard.  In addition, the padre’s skill as both a physician and 
  translator will be useful to him.  Lastly, the padre works for free! 
   
  Gerhardt Schwartz (First Mate) 
  Brawn 3 Agility 2 Mind 2 
  Armor Familiarity 2pts; Cutlass Technique +2 to hit 2pts; Break Weapon 2pts; Main Gauche Defense 1pt (x3 
  defense) 
  Skills: Athlete/Climb; Stealth/Prowl; Sailing +1/Gunner 
  Advantage: Blaze of Glory 
  Disadvantage: Obsession: Greed 
  Possessions; Cutlass, Main Gauche, Pistol, Helmet (30 Soak, location 1 on a d6), Breastplate (30 Soak, location 4-
  6 on a d6), Leather Armor (10 Soak, location 2, 3 on a d6).   
  100 Hits 
  Gerhardt knows a nobleman in Varn who would pay a great sum for the treasures Worthington intends to find—
  much more than the paltry 100 Marks he was offered for his share.  He intends to take over the ship once the 
  treasure is safely aboard.  To ensure his plan goes smoothly, Gerhardt filled the ranks of the crew with some 
  ruthless mercenaries he’d worked with in the past.   
   
  Crewmen (50) DL 6 
  Ave Attack 21, Ave Defense 14 
  Brawn 2 Agility 2 Mind 2 
  Armed with cutlasses x4 dmg and pistols x4 dmg 
  Skillful 1pt, Cutlass Technique +1 to hit 1pt, Pistol Technique +1 to hit 1pt. 
  Skills: Sailor +1/Gunner, Athlete+1/Climbing, Perform/Dancing, Streetwise/Gambling 
  30 Hits 
   
  Edmund Worthington 
  Brawn 1 Agility 2 Mind 4 
  Feint 1pt, Danger Sense 2pts, Paired Weapons 1pt, Saber Technique +1 Hit, +1 Dmg 2pts, Skillful 1pt. 
  Skills: Riding/Jumping, Perform/Dance, Outdoor/Tracking, Physician/Surgery, Occult/Cryptography, Humanities/Art, 
  Social Science/Archeology, Security/Traps 
  100 Hits 
  Possessions: Saber, Pistol, Main Gauche, Gold Amulet with ancient Tpygean symbols.   
  Edmund desires to be knighted by the queen and proclaimed explorer of the year by the Royal Explorer’s Guild.  
  Other than these minor selfish desires, he is earnest in is wish to recover these artifacts for their scholarly value.   
   
  
   
   
  3333 
  Man Overboard!
  Man Overboard!
  Man Overboard!
  Man Overboard! 
  Once aboard The Sea Dragon, the heroes will have time to meet the rest of the crew and learn their specific roles 
  aboard.  Two days out to sea, a crewman will dive into the water.  Anyone looking in the water will see the man 
  being pulled down by mermaids, who beckon any who approach to enter the water.  There are seven mermaids.  
  They will swim away if harmed, and try to drag down anyone who did go into the water. 
   
  Anyone firing a gun into the water has a -2 penalty on the dice roll to hit (before multiplying) and the damage 
  multiplier is reduced by 1, because of the effect of refraction and the water reduces the velocity of the bullets.  
  Arrows, spears, etc only have the penalty to hit, not damage.   
   
  Mermaids Ave Atk 14, Ave Def 14 
  Brawn 2 Agility 2 Mind 3 
  Super Swimming 3pts (8 squares);  
  Suggestion (“Come join us”) 1pt 
  Immunity: Drowning 1pt.  
  Claws +1DM (x2) 0EC 
  30 Hits 
   
  Sea Monster off the 
  Sea Monster off the 
  Sea Monster off the 
  Sea Monster off the Port B
  Port B
  Port B
  Port Bow
  ow
  ow
  ow    
  Allow the heroes a chance to roll a vision check to see the sea monster that is approaching the ship.  Add 10 to the 
  result of any character who is in the crow’s nest.  The highest result is the number of squares away from the ship 
  that the sea monster is spotted moving towards the ship!   
   
  The monster is a kraken, an enormous sea squid with a penchant for sinking ships and eating the crew!  The 
  beast’s body is considered a villain while its tentacles are considered minions.  The arms will attempt to grab 
  people from the crew and put them into the mouth to be eaten!  There are 13 tentacles.  When 9 are destroyed, the 
  beast will sink beneath the waves and retreat.  
   
  Kraken 
  Brawn 5  Agility 3  Mind 2   Size 3 creature!   
  Bite x7 dmg (+15 to result from size) x3 to hit (-9 to result from size) 
  Berserker Rage (2 bites per page) 2EC 
  Tough hide 25 soak including size bonus 
  Advantage: Fearless 
  100 Hits 
   
  Tentacles 
  Brawn 4   Agility 2  Mind 1 
  Swat x4 Dmg Reach 5 
  Grab- instead of damage, it must beat the target in a Brawn contest.  If it succeeds, next page it can feed the target 
  to the mouth.  Victim can attempt to break free once per page by a Brawn contest or by killing the tentacle.  
  Attacking the kraken is also possible, but will only result in the target being dropped if the kraken is wounded.   
  Tough Hide 10 Soak 
  40 Hits.   
   
  Weathering the Storm
  Weathering the Storm
  Weathering the Storm
  Weathering the Storm    
  Two days before the Sea Dragon makes it to Onwato, the ship will be ravaged by a storm.  The effect of this is that 
  a handful of crewmen will be washed overboard and out to sea, some of the supplies will be ruined, and the ship 
  will sustain some damage.  When the storm passes, and the sun shines clear, however, the heroes will be able to 
  make out the island of Onwato out in the distance.   
   
  
   
   
  4444 
  Arrival in Onwato
  Arrival in Onwato
  Arrival in Onwato
  Arrival in Onwato    
  The heroes can see the pyramid as they pull closer to the island.  It sits nestled on a mountain, surrounded by 
  jungle.  When the heroes arrive, they will find a small village near the shore.  The people, who call themselves the 
  Gariba will come out to greet the strangers. They have no knowledge of the Tpygean prince and his gods who 
  came to their island before.  To their knowledge, the pyramid was there before their people came to the island in 
  long canoes.   
  They dare not approach the pyramid, as it is the home to the “others” on the island.  The others have lived on the 
  island longer than the Gariba, and all who enter their jungle are never seen again.  The others only suffer them to 
  live because they give them a yearly offering- they send their fiercest warrior into the jungle, where he is assuredly 
  killed.  As it happens, today is the day that the offering was to be made.   
  Of course, the Gariba do not speak any language the heroes (or anyone else for that matter) are likely to know.  
  Communication will occur because the Gariba’s shaman can cast a spell enabling him to speak and understand 
  any language.   
   
  The Gariba hate the others and will be joyful if the heroes will go to the jungle in their stead.  If they can kill the 
  others, so much the better! The Gariba will be able to provide the heroes with gourds of fresh water, as well as 
  enough dried fish for the journey to the pyramid and back.   
  Gariba Warriors 
  Brawn 2 Agility 2 Mind 1   Average Attack 14  Average Defense 14 
  Spear does x3 Dmg, reach 2 or throw 6 
  20 Hits 
   
  Gariba Shaman 
  Brawn 2 Agility 2 Mind 2 
  Universal Linguist 
  Healing (usable on others) x3 
  100 Hits 
   
  Dangers of the Jungle
  Dangers of the Jungle
  Dangers of the Jungle
  Dangers of the Jungle    
  The jungle is so thick that someone will have to take the lead, cutting through the thick plants with a machete or 
  other sharp instrument.  It will be necessary for the heroes to walk single file for this reason.   
   
  Illness 
  The Jungle is a tropical climate that the heroes are not used to, and as a result, they can come down with a tropical 
  fever.  When the heroes are starting to go through the jungle, have each one roll a Brawn check.  Anyone who got 
  less than a 10 will begin suffering from a Serious illness.  See the illness rules at the end for more details. 
   
  Quick-Sand 
  Whoever is in the lead of the heroes should roll a 20 outdoor/survival check or a 30 vision check.  Success means 
  that he/she notices the quicksand before stepping in it.  Failure indicates the hero stepped in the quicksand, and 
  sinks in with 10 inches to go before submerging.  Any attempt to swim out or struggle of any kind will cause the 
  hero to sink an additional 3 inches.  Sitting still will cause the hero to sink only 1 inch per page.  The only hope of 
  getting out is for the other heroes to throw a vine or rope to their friend.  It takes a 15 Agility check to throw the vine 
  close enough, and a 30 Brawn check to pull the person out (have the person with the highest Brawn roll, with a +1 
  bonus for each assistant up to a max of +5 to the dice roll before multiplying).   
  Any character who sinks will have to start holding his/her breath and then begin drowning.   
  In addition to the close brush with death, any firearms the character was carrying are ruined, as is anything else 
  that cannot bear to be wet.   
   
  Wild Beast 
  After hours of hacking their way through the jungle, the heroes will come upon a clearing with a spring.  They will be 
  able to get a drink or refill their gourds while here.  However, they are not alone.  Give the heroes a 30 hearing 
  check.  Anyone who succeeds hears a very soft rustling in the brush, and will not be surprised when the Shadow 
  Cat springs at the closest hero.  Characters who are not surprised do get to take their panels as normal during the 
  first page of combat. Surprised characters can either move Agility x2 squares or ready a weapon, and that is all.   
  
   
   
  5555 
  The Shadow Cat is a pitch black big cat, similar to a very large panther.  However, it has supernatural properties 
  that enable it to pass through solid objects and disappear from sight.  If it is severely hurt, it will flee from the 
  heroes, using its invisibility.   
  Anyone tracking the beast will find that its tracks stop at a cliff-face.  This is where the creature uses its ghost form 
  ability to run through the rock into its den on the other side. 
  Shadow Cat 
  B4 A4 M1, Size 1 Creature 
  Claws, +1DM (x5 Dmg) 
  Paired Weapons [Claws only] EC1 
  Bite +2DM (x7 damage) 
  Fleet of Foot (16 Squares of movement) 
  Ghost-Form EC 3 
  Invisibility 2pts EC 2 
  5 Soak from sheer size 
  Skills: Stealth/Prowl, Athlete/Climb, Outdoor/Tracking 
  100 Hits 
   
  Pit-Trap 
  Whoever is in the lead of the party will have to make a 20 security/traps or outdoor/survival check.  Success 
  indicates that the person has seen the unstable ground ahead.  There is a pit trap, covered with leaves to cover it 
  up.  Stepping on it will cause the character to roll a 20 Athletics/Acrobatics check or fall 15 feet down into a pit filled 
  with spears.  Anyone falling in takes x3 damage.  The spears are also tipped with a paralyzing poison that the 
  Onwato use to ensure that their sacrifices reach the alter alive.  Anyone damaged by the spears must make a 20 
  Brawn check or be paralyzed.  The person can make an additional check every hour to regain movement.  Even 
  succeeding at the check will cause the character’s movements to be very stiff, however, inducing a -2 penalty on all 
  Agility and Brawn dice rolls (before multiplying).   
  A 20 Physician/Herbalism check will enable a hero to create an anti-venom that will cure the effects of the poison.  
  Taking a dose of the anti-venom will also protect anyone who comes in contact with the poison for a full hour.  Each 
  dose takes 20 minutes to make.   
   
  The Onwato
  The Onwato
  The Onwato
  The Onwato    
  The natives living in the Jungle are descendants 
  of the original Onwato people who built the 
  pyramid for their Tpygean pharaoh.  When the 
  pharaoh died, and his wicked priest succeeded 
  him, the Onwato abandoned their new gods and 
  returned to their old ways, one of which was 
  human sacrifice.  However, they continue to 
  honor their first pharaoh, and guard his tomb.  
  They make yearly offerings to him of Gariba 
  tribesmen at the top of the pyramid, where they 
  have built an alter to perform the grisly task.   
   
  The Onwato speak their own language, which is 
  very similar to ancient Tpygean, which will 
  enable Worthington to communicate with them in 
  a crude manner.  However, the Onwato will 
  attack before anyone can engage them in 
  conversation.   
  The Ambush 
  Allow the heroes a chance to make a 30 Vision 
  or Hearing check.  Anyone who succeeds is not 
  surprised and may take a normal panel during 
  the first page of the combat.  Anyone who fails 
  can only either move Agility x2 squares or ready 
  a weapon during the first page.  
   
  A group of 20 Onwato warriors attacks the 
  
   
   
  6666 
  heroes with their poisoned arrows.  Anyone struck by an arrow must make a 20 Brawn check or be paralyzed.  This 
  poison is not as powerful as the one placed on the spear trap, however, and enables the victim to attempt a new 
  check each page after being paralyzed.  Anyone who took anti-venom within the past hour is immune to the poison.  
  The Onwato will close in wielding bronze swords (they have learned metallurgy from the Tpygeans).   
  Onwato Warriors  Average Attack 14 Bow 21 Sword Average Defense 14 
  Brawn 2 Agiliity 2 Mind 1 
  Bow Technique +1DM 
  Sword Technique +1 Hit Multiplier 
  Bow does x4 Dmg + Poison 
  Sword does x4 Dmg 
  30 Hits 
   
  Some heroes will likely be captured by the Onwato, while others are able to escape.  It is also possible that the 
  heroes will defeat all the Onwato, though some will try to flee back to their city.   
  If any heroes are captured, the rest will no doubt attempt a rescue, while if they route the Onwato, they will want to 
  see where they came from.  Either way, the heroes are headed to the Onwato city.  
   
  The Ancient City 
  The heroes will eventually see the city of the Onwato—built of native stone, the architecture a mixture of ancient 
  Tpygean and Onwato culture.  If any heroes were captured, the Onwato high priest will be getting ready to sacrifice 
  them on the alter atop the pyramid.  This will mean that the heroes must act quickly in order to save their friends 
  from the grisly ritual.  If none of the heroes were captured, the high priest will be sacrificing one of the Onwato’s 
  own warriors instead.   
   
  On the pyramid, there are 30 Onwato warriors surrounding the High Priest and the alter.  Unlike the ones from the 
  raiding party, these are only carrying spears, no poisoned arrows.   
   
  Onwato High Priest 
  Brawn 2 Agility 2 Mind 5  
  Fireball (Range 10, Radius 3, +1DM) [Casting] EC5, 
  Teleportation [Casting] EC4, Invisibility 3pt [Casting] EC2, 
  Armor: 30 [Casting] EC2, Detect Magic EC1. 
  Equipment: +2 dagger (x3 Dmg +6) 
  Advantage: Magic 
  Disadvantage: Old 
  80 Hits 
   
  As the heroes are fighting their way to the top, the high priest will see a medallion that Worthington is wearing (have 
  this happen at a dramatically appropriate time).  He will command his warriors to surrender immediately.  As it 
  happens, the medallion that Worthington is wearing is a Tpygean artifact- a scarab embossed on a sun disk—which 
  was also the symbol of the old pharaoh.   
  All the Onwato will begin bowing to Worthington and the heroes, and they will be able to talk, with Worthington 
  serving as an interpreter.   
   
  The Onwato will explain that they have been giving yearly offerings to their lost king for centuries.  However, in the 
  past 300 years, he has demanded human sacrifices.  He is no longer the benevolent god-king he once was, and 
  the Onwato obey because they fear his wrath.  When they saw that Worthington bore the symbol of the old 
  pharaoh, they thought that he might be able to go into the pyramid and reason with the king for them, as the 
  prophecy stated that the man bearing the king’s mark would come to quell his anger.    The Onwato high priest will 
  heal the heroes’ wounds and send them into the pyramid along with Worthington.  If the heroes refuse to go, the 
  high priest will take one of their party (most likely Padre Fernando) hostage to ensure that they do.   
   
  
   
   
  7777 
  The Pyramid
  The Pyramid
  The Pyramid
  The Pyramid    
  The pyramid is actually home to many undead 
  horrors and deadly traps.  The Onwato have 
  been leaving their offerings at the pyramid 
  entrance for centuries, and they have been 
  reanimated by Akantep, the high priest who was 
  sealed inside the pyramid alive when the 
  Onwato rebelled against him.  Sealed within his 
  master’s 
  burial 
  chamber, 
  Akantep 
  swore 
  revenge against the Onwato.  Using the 
  materials within the pyramid and the help of 
  some undead servants he created, he was able 
  to mummify himself.  However, the spell did not 
  allow him to actually awaken until 300 years 
  ago.  This is when he began demanding human 
  sacrifices, pretending to be the old pharaoh.   
   
  These sacrifices have helped Akantep to 
  amplify his own powers, and this very evening 
  he was planning to leave the pyramid once and 
  for all.   
  1. Shrine 
  This room is where the Onwato have been 
  making their offerings for centuries.  At the 
  center, there is a stone table where offerings 
  are usually placed, though there is nothing there 
  now.  There are some Hieroglyphs on the wall.  
  Anyone can attempt a 30 occult/cryptography check to decipher them.  They say “Woe unto any who desecrates 
  the holy resting place of the Pharaoh.  May he die a thousand deaths and have no rest in the afterlife.” 
   
  2. Servant’s Quarters 
  This room has eleven sarcophagi, none of which are especially well decorated.  This is the burial chamber of the 
  pharaoh’s servants. Akantep has corrupted their bodies and raised them as undead.  They will burst from their 
  coffins and attack if anyone enters the room.  
  Ghoul   
  Ave Atk 14, Ave Def 14 
  B2 A2 M1 Size 0 Undead Creature 
  Stunning Touch: Immobilize 20 EC2 
  Bite +2 DM (x4 damage)  
  Weaknesses: Silver and Holy attacks do double damage 
  Standard Undead Immunities to mind control, poison, suffocation, starvation, etc.  
  40 Hits 
   
  3. Guards Room 
  Hieroglyphs on the wall say “This room is the resting place of the guards who defended the pharaoh in life.  Now 
  they guard him in death.”  When intruders enter the room, 13 skeletons will rise to attack them! 
  Skeleton Warriors 
  Brawn 1 Agility 3 Mind 1 Average Attack 21  Average Defense 21 
  Armed with obsidian bladed swords (x3 dmg) and armored in Bronze scales (20 Soak) 
  Double Damage from fire and holy attacks 
  Standard undead immunities to mind control, poison, suffocation, starvation, etc. 
  10 Hits 
   
  4. Arrow Trap & Hieroglyphs 
  Whoever enters this room first can attempt to make a 20 Security/Traps check to notice that the floor in front of the 
  doorway is trapped with a pressure plate.  When this plate is pressed, anyone standing on it must make a 25 Agility 
  (Defense) check or be struck by an arrow for x4 damage.  About half of the tiles in the floor of the room are trapped 
  as well.  Let each person walking across the room make a Security/Traps check.  For every 5 they got, they 
  
   
   
  8888 
  avoided one of the six arrow traps between themselves and the door  (example, someone rolled 21, they would 
  have to roll two 25 Agility checks to avoid the two arrows that flew at them).  After someone goes first, the people 
  following get a +2 to their dice roll (before multiplying) to their check (they have seen which tiles are safe).   
  Alternatively, someone can try to avoid the arrows altogether by doing acrobatic maneuvers to cross the room. The 
  person can roll a 25 Athetics/Acrobatics check.  Every 5 that the check failed by is one arrow that struck the 
  character (no Agility check to avoid it).   
  The hieroglyphs in the room describe the process of the dead going on to the afterlife, where their heart is weighed 
  against the feather of truth.  If their heart is heavier, they will be cast out of the afterlife, doomed to wander forever 
  without rest. 
   
  5. Hieroglyphs and Falling Rocks 
  Along both sides of the center of this room are decorated from floor to ceiling with hieroglyphics.  The gist of what is 
  written there is the life story of the pharaoh entombed here.  It is very interesting and takes several minutes to read 
  it all, if one can make a 20 occultism/cryptography check.   
   
  Anyone standing in the 4x4 square area in the center of the room 
  (where the hieroglyphs are) will have to make a 25 Agility check or a 20 
  Athletics/Acrobatics check or be crushed by falling rocks from the 
  ceiling, taking x5 damage.  The trap is set with a delay, so that it goes 
  off after a few seconds of someone standing there.   
   
  6. The Viper Guard 
  This room has been enchanted to summon a fierce group of Snakemen 
  warriors as soon as an unwelcome person enters.  Two Snakemen will 
  appear per hero.   
  Snakemen Ave Atk 21, Ave Def 21  
   
  Brawn 3 Agility 3 Mind 1,  
  Scaly skin acts as leather armor (10 soak) 
  Armed with scimitars +2DM (x5) EC0 
  Venomous Bite: x4 continual damage EC4 
  Paired Weapons 1pt, EC1.  
  Skills: Stealth+1/Hide, Athletics/Climb, Outdoor/Jungle Survival 
  40 Hits 
   
  7. Pharaoh’s Pets 
  This room is home to some creatures that were originally grown to 
  guard the pharaoh’s tomb, however, they were easily corrupted by 
  Akantep to serve him.  When the heroes enter the room,  four of the 
  scorpions will shuffle towards them! 
  Scorpion, Gigantic, Ave Atk 18, Ave Def 18 
  Brawn 3 Agility 3 Mind 1 Size 1 Creature  
   
   
  Poisonous Sting- Reach 2, x4 Continual Damage 4EC 
  Claw Grab- Immobilize 20 Reach 0 EC2.   
  Chitonous skin (25 Soak)  
  40 Hits  
   
  8. The Pharaoh’s Antechamber 
  Read the following to the players: Along the walls to this room you see eight large wooden statues of hunters 
  armed with bows.  Suddenly, they move, aiming their bows at you! 
   “Answerers” (Wood Golems) Ave Atk 18, Ave Def 18  
  Brawn 3 Agility 3 Mind 1 Size 1 
  Wooden body grants 15 soak 
  Standard Unliving immunities to mind control, poison, 
  suffocation, starvation, etc. 
  Bow & 20 Arrows- Range 30, +2DM (x3 damage) 
  Weakness: Fire 
  50 Hits 
   
  
   
   
  9999 
  9. The Pharoah’s Chamber 
  The focus of Akantep’s magic is in his 
  charmed medallion.  It depicts a snake 
  ready to strike.  Whenever Akantep uses 
  magic, the eyes of the snake will light up.  
  (The first time he uses magic give players 
  a chance at a 20 occultism/mysticism roll 
  to see if they notice that the medallion is 
  the focus that fuels his magic).  If the 
  medallion is destroyed, Akantep can 
  no longer use his magical abilities, 
  including healing.   
  Akantep, Sorcerer Mummy, Size 0 
  Undead  
   
  Brawn 5 Agility 2 Mind 3.   
  Aura of Fear- Radius 3 Daze EC 5 
  Breath of Scarabs- Range 5, Radius 1, x3 
  Continual Damage attack.  The targets 
  are covered in flesh-eating scarab beetles 
  until they beat the damage roll.   EC 5 
  Skin is tough, counts as leather armor (10 
  soak) 
  Shadow College Magic: 
  Control Undead  EC1 
  Blinding Dark (Range 5, -4 to target’s 
  Agility Dice Rolls) EC 2 
  Dark Regeneration x4 Healing EC 3 
  Telepathy EC 2 
  Standard Undead Immunities to mind 
  control, poison, suffocation, starvation, 
  etc.  
  Weakness: Takes double damage from 
  fire and holy attacks. 
  Possessions: 
  Magical Scepter (+2 to dice rolls to hit and 
  damage, a +2DM weapon) 
   
  The Treasure 
  The treasure is priceless.  The pharaoh’s 
  chamber is filled with objects crafted of 
  gold and silver, many of them original 
  Tpygean artifacts, others manufactured by 
  the ancient Onwato subjects of the pharaoh.  It will take multiple trips to the ship and back to load it all.  The crown 
  jewel in this trove is the pharaoh’s sarcophagus, which is enameled with gold, and contains his mummy which is 
  bedecked in various golden masks and amulets.   
   
  This treasure will take many trips and over a day to load on to the Sea Dragon.   
   
  Back in the Onwato City 
  The Onwato will allow Worthington and the heroes to leave with the treasures they found in the pyramid so that 
  Worthington can take them “back to Pharaoh’s homeland” 
  
   
   
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  Return to the Sea Dragon
  Return to the Sea Dragon
  Return to the Sea Dragon
  Return to the Sea Dragon    
  And so the heroes sailed for home in their treasure laden vessel, and lived like kings for the rest of their days… er 
  not quite.  Once the treasure has been loaded aboard the Sea Dragon there are a few more dangers that must be 
  overcome! 
   
  Mutiny 
  Once all the treasure has been loaded aboard The Sea Dragon, and the ship is out to sea, Gerhardt Schwartz will 
  set his plan into motion.  That night, he and his hired swords will attack the Captain, Worthington, and the heroes in 
  the galley! 
   
  Read the following to the players: 
  “That night, you are in the galley with Worthington, regaling the Captain with stories of what you encountered in 
  your exploration, enjoying a well-earned meal with a newly opened bottle of wine.  Suddenly, you hear the ringing 
  of steel against steel and the screams of men dying beyond the door.  As you rise to see what the commotion is, 
  the door bursts open, revealing First Mate Schwartz with a crimson-stained cutlass.  Behind him are several other 
  sailors brandishing blades and pistols towards you!” 
   
  Schwartz is accompanied by three trained blades and half a dozen regular crewmen who have turned to his side.  
  This fight will determine who controls the ship… and the treasure it carries.  
   
  Gerhardt Schwartz (First Mate, Villain) DL18 
  Brawn 3 Agility 2 Mind 2 
  Armor Familiarity 2pts; Cutlass Technique +2 to hit 2pts; Break Weapon 2pts; Main Gauche Defense 1pt (x3 
  defense) 
  Skills: Athlete/Climb; Stealth/Prowl; Sailing +1/Gunner 
  Advantage: Blaze of Glory 
  Disadvantage: Obsession: Greed 
  Possessions; Cutlass, Main Gauche, Pistol, Helmet (30 Soak, location 1 on a d6), Breastplate (30 Soak, location 4-
  6 on a d6), Leather Armor (10 Soak, location 2, 3 on a d6).   
  100 Hits 
   
  Trained Blades  
  DL19 
  Brawn 3 Agility 3 Mind 1 
  Armor Familiarity 1pt (Leather), Rapier Technique +1 DM +1 to hit 2pts, Tagging 1pt, Break Weapon 2pts, Disarm 
  2ts 
  Equipment: Rapier (x5Dmg, x4 to hit), Leather Armor (10 Soak), and Parrying Dagger.   
  100 Hits 
   
  Mutinous Crewmen 
  DL6 
  Ave Attack 21, Ave Defense 14 
  Brawn 2 Agility 2 Mind 2 
  Armed with cutlasses x4 dmg and pistols x4 dmg 
  Skillful 1pt, Cutlass Technique +1 to hit 1pt, Pistol Technique +1 to hit 1pt. 
  Skills: Sailor +1/Gunner, Athlete+1/Climbing, Perform/Dancing, Streetwise/Gambling 
  30 Hits 
   
  If the heroes are able to defeat the mutiny, they will find Padre Santos is still alive and well, locked in the brig along 
  with ten loyal crewmen.  If Gerhardt and the mutineers are alive, the captain will put them in the brig so they may be 
  hanged in San Lucas.   
  If the heroes are beaten, they will awaken in the ship’s brig along with Worthington, Padre Santos, and 10 
  crewmembers.  They will have a chance to escape when LeMarque shows up! 
   
  LeMarque goes Pirate! 
  Two days after the mutiny, LeMarque’s warship will approach the Sea Dragon.  If the heroes are above deck, they 
  can make a Vision check to see the ship.  Anyone in the crows nest gets a +10 to their final result.  The highest 
  result is how many squares to the east the ship is when it is spotted.  If the heroes are prisoners, they will hear one 
  of the mutineers yelling that they see an Argancian warship approaching from the East.  When the ship comes 
  
   
   
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  under attack, the heroes and some crew will be freed to man the guns, though they will remained shackled and 
  under the watch of a pistol carrying mutineer 
   
  Battle on the High Seas  
  Conditions for victory: move 30 sea squares (a sea square is 50’) east of The Vengeful Harpy, sink her, or defeat 
  her crew in a boarding action.   
   
  Currently, the wind is blowing west, drastically slowing The Sea Dragon (all ships moving east move at half speed 
  as they have to tack to make headway).  When sailing into the wind, a captain can make a sailing/tacking roll each 
  page.  Every 10 is an extra square the ship gets to move this page.  Also, a ship cannot come to a complete stop.  
  It must move at least a number of squares equal to its size every page.   
   
  See the naval combat rules on page 25.  
   
  Remember, LeMarque’s goal here is not to sink The Sea Dragon, but to rob her, so he intends to board!   
   
  Boarding: If the ships come into adjacent squares, the combat switches from ship scale combat to personal scale 
  combat, as LeMarque and his crew attempt to board The Sea Dragon.   
   
  The Sea Dragon, Caravel- Brawn 3 Agility 3 Mind 1, Running 3pts (18 squares top speed), Water Walking, Size 4 
  (+20 Soak =30), carrying 4 Cannon to a side, and 2 boarding cannons on each side.   
   
  The Vengeful Harpy, LeMarque’s Galleon- Brawn 4 Agility 2 Mind 1, Running 2pts (10 squares top speed), Water 
  Walking, Size 5 (+25 Soak =35), carrying 8 Cannon to a side, and 2 boarding cannons on each side.   
   
  Cannons in Ship Scale Combat:  
  Cannon (ball), Range 30, x5 damage, Reload: 5 panels. Crew: 5. Size 2.   
  Grapeshot, Range 10, x4 damage, Reload 5 panels.  Crew 5.  Size 3.  
   
  Cannons in Personal Scale Combat: 
  Boarding Cannon, Range 200, x8 damage, Radius 1, Reload 1 minute. Crew: 1. A boarding cannon fires a very 
  small cannon ball. It is a size 0 weapon, and is for shooting enemy crew on the deck.   
   
  Buccaneer (20) 
  B2 A2 M1 Ave Atk 21 Cutlass 14 Pistol, Ave Def 14 
  Cutlass Technique- +1 to hit, Offhand Pistol 2pts 2EC, Reckless Might* 1pt, Pistol Technique +1DM 
  Equipment: Cutlass x4/x5* Dmg, Pistol x4Dmg, 
  Skills: Sailing/Gunner, Athlete+1/Climbing, 
  30 Hits/20Hits* 
   
  Louis LeMarque 
  B3 A3 M2 
  Cutlass Technique- +1 to hit, +1DM, Offhand Pistol 2pts 2EC, Reckless Might* 1pt, Pistol Technique +2DM, 
  Footwork 1pt 1EC, Armor Familiarity: Leather 1pt, Rank 2: Criminal 
  Equipment: Cutlass x6/x7* Dmg, Pistol x6 Dmg, Leather Armor 10 Soak, 
  Skills: Sailing/Tacking, Athlete/Climbing, Deception/Lying, Stealth/Palming & Planting, Craft/Carpentry 
  Advantage: Contacts 
  Disadvantage: Outlaw 
  100 Hits 
   
  Aftermath 
  If the heroes win, they will be able to make their way back to San Lucas with the treasure, and from there, 
  accompany Worthington to the Royal Explorer’s Guild in Abeland.  If they were Gerhardt’s prisoners, give them the 
  chance to free themselves during the boarding action.  In Abeland, Worthington will not only be honored as 
  discoverer of the year, but he will be knighted!  He will thank the heroes by paying them each 100 Marks, double 
  the amount he’d originally planned.   
   
  
   
   
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  En Garde!
  En Garde!
  En Garde!
  En Garde!  A Swashbuckling mini
  A Swashbuckling mini
  A Swashbuckling mini
  A Swashbuckling mini----setting 
  setting 
  setting 
  setting  
  Introduction 
  This setting is intended to be used with the BASH! Fantasy Edition role-playing system.  The setting is a high-
  fantasy world (a 5 point magical world) that has advanced to renaissance technology level.  It is a time of 
  gunpowder and galleons, where pirates ply the oceans and explorers claim new lands for their kings.  It is a time of 
  discovery and a time of ignorance, as new scientific discoveries are overshadowed by religious conflict.   
  The heroes may be involved in a treacherous series of alliances and intrigue at court, brave a road crawling with 
  highwaymen, or cross swords with pirates on the high seas.  Exploration, trade, intrigue, romance, and fencing are 
  all parts of this genre.   
  You will notice that the countries of this fictional world have historic and cultural similarities to our own.  This is no 
  accident, as we wished to provide the gamers with something familiar as well as something new.   
   
  History
  History
  History
  History    
  In the year 1487, a Thurillian sea captain, Vincente Akirimo, working in the employ of the Tristanian crown 
  discovered the islands of the Caramaks.  Though he was on his way to the east-- Aidnia, Napaja, and Han-thae, he 
  realized he'd discovered a place previously unknown to man.   
  Subsequent expeditions led to the discovery of the continents of the Akirimas.  Soon, the first land-bound 
  expeditions of Tristanian Conquistadores were searching for exotic spices, treasures, and gold.   
   
  They found them in abundance— but one should be careful what they wish for.  In central and Southern Akirima, 
  they encountered the Nazcan and Urtek natives.  They found these people possessed riches and powers far 
  beyond mere gold.  For the tribes of this region possessed and cultivated xerion, the fabled sorcerer's stone.  When 
  mixed with vocani, a local herb, and drank, xerion imbued the wielder with magical powers, in essence turning 
  normal men into mages.  In addition, it made one cease to age, and immune to all illness and disease while under 
  its effect.  All the Urteks drank this potion, known as “Aquavite”, or 'the water of life', and hence, all Urteks had 
  magical powers.  They were a formidable foe, and paragons of magical power.   
   
  Then there were the Nazcans, who used xerion to create weapons.  When wet, xerion melts to the consistency of 
  wet clay in about 12 hours.  (In 24 hours, the water completely disintegrates it enough to make Aquavite).  It is in 
  this interim stage that xerion can be shaped and molded.  When dried, xerion is a hard, blue stone, as smooth and 
  sharp as glass, as strong as steel, and half the weight.  Its potential value as a weapon or armor is only comparable 
  to magical elemental ores, which are far more rare and less cost efficient to produce. The Nazcans used this 
  advantage to make themselves the foremost among warriors in their land.   
   
  Each using the power of xerion to different ends, the two tribes were in bitter competition for it.  The conquistadores 
  used this as an opportunity, and would recruit one village to attack another, and bled both sides white.  This, in 
  addition to horses and guns brought over by the newcomers, enabled the conquistadores and other tribes bent on 
  revenge to fully conquer the region and corner the global market on xerion.   
   
  Meanwhile, the Abelandish and Varn principality of Vander began colonizing the northern part of Akirima, hoping to 
  find xerion there. They did not, but established colonies just the same that wrested control from the indigenous 
  populations more easily as they did not have to contend with enemies wielding xerion.   
   
  In the year 1650, the New World is a very dangerous place.  International laws have been declared by all 
  concerned to only apply east of the Falcon Islands (the easternmost of the Caramaks).  Thus, piracy plagues the 
  western seas in attempts to take on trade ships laden with xerion ore.  Meanwhile, the Old continent has just 
  recovered from a massive religious war when the Predestine Church broke away from the Theodoric.  The war has 
  been over nearly 10 years, but the hostilities are all but forgotten...   
   
  
   
   
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  Nations 
  Nations 
  Nations 
  Nations     
  Abeland- Abeland is an island nation 
  whose people long to rule the waves.  
  Though the Tristanians have the most 
  powerful navy in the world, the Abelish 
  have the most skilled.  Abelish privateers 
  ply the lands west of the Falcon islands, 
  raiding Tristanian galleons for precious 
  xerion.  In the last forty years, Abeland 
  changed from a fiercely Theodoric nation 
  to a new religion: the Church of Abeland.  
  This occurred when King Harold XIII 
  asked the Patriarch for a divorce from his 
  barren Tristanian wife.  The Patriarch, 
  who also happened to be the queen’s 
  uncle, 
  refused. 
   
  Enraged, 
  Harold 
  abolished 
  the 
  Theodoric 
  church, 
  declaring a new “Church of Abeland” 
  with him at the head.  Harold not only 
  abandoned the Theodoric Church, but he 
  abandoned the Theodoric side in the 
  War of Lordly Succession, declaring 
  neutrality.  Many scholars attribute this to 
  the Theodoric’s eventual loss.  Fifteen 
  years ago, Harold died, with no sons, 
  leaving his daughter, Bethany to rule.  It 
  was not long after Bethany I ascended the throne than the Tristanians, bitter about starting to lose the war and not 
  recognizing Bethany’s right to rule, turned its armada to invade Abeland.  However, the Abelish sailors were far 
  better naval tacticians than their Tristanian counterparts, and foul weather also caused much of the armada to sink 
  or become lost.  The Abelish defeated the armada, and Queen Bethany “the Bold” became beloved by the people.  
  She died a year ago, leaving her 22-year-old nephew Rolland X to rule.  Today, most of the people of Abeland 
  belong to the Church of Abeland, and the practice of the Theodoric religion is illegal.  Despite this, the subject 
  nation of Cladonia is about 50% Theodoric.    
   
  Advantage: Royal Naval Acadamy 
  Abeland produces the finest naval officers in the world, and the Royal Naval Acadamy is where they train.  A 
  character who studied at the Royal Naval Acadamy gets a +5 bonus to the total result of any sailing skill check.   
   
  Akirimas-  The Continents of the Akirimas are vastly unexplored, with only a very few permanent settlements 
  taking hold from the Old Continent.  The Vander, Nordicans, Argancians, and Abelish each have a province in 
  North Akirima, while Tristania has sole control over South Akirima.  The natives are a very diverse people, who 
  speak perhaps hundreds of unique languages, each tribe with its own customs and beliefs.  The two most 
  advanced tribes, the Azcans and the Urteks are now thralls of the Tristanian conquistadores, and have forgotten 
  their former glory after a century of subjugation, adopting Tristania’s language and religion.  If you wish to make an 
  Akiriman character, first, you must figure out which tribe s/he is from.  This means you get to make it up, as there 
  are hundreds of tribes and not enough space here to write about them!  You could use historical native American 
  tribes as a guideline, if you wish.  Any Akiriman character will have the Outsider disadvantage when dealing with 
  people from the Old Continent.  Also, in Akirima, the only sentient species are humans and animal-like humanoids 
  (i.e. bird-men, frog-men, ursine, etc)  there are no elves, dwarves, halflings, etc.   
   
  Argance-  Argance is a nation known for its exquisite food, fashion, the arts, and fine wines, and its culture 
  influences all those around it.  As such, Argancais is the official language of diplomacy.  Situated in the 
  breadbasket of the Old continent, Argance was the richest country in the known world, until the Akirimas were 
  discovered.  Argance is a thoroughly Theodoric country—all Predestants were exiled during the last war.  In the 
  War of Lordly Succession, Argance fed the armies of the Theodorics, and filled their ranks with brave Musketeers.  
  Today, Argance is a nation whose pride was wounded by losing both the war and the power it once held over the 
  Old continent.  Today, the king of Argance, Reynard XIV, plans to regain the glory that was lost, and is building his 
  army, constructing palisades, and making secret alliances to do it.   
  
   
   
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  Advantage: Musketeer  
  The Royal Musketeers are Argance’s finest soldiers.  One does not have to be Argancian to join—the finest blades 
  the world over flock to the musketeer academy to join the noble order.  However, there are several requirements for 
  entry.  First, you must speak Argancais.  Second, you must be Theodoric—there are no Predestant Musketeers!  
  Third, you must be of noble blood, or sponsored for membership by another Musketeer in good standing.  The duty 
  of the Royal Musketeers is to defend the King and his cause.  In addition to serving as the crown’s personal 
  bodyguards, Musketeers are dispersed among all regiments, to maintain the royal presence and assist in 
  command.  Even a common Musketeer is equal to a Lieutenant in the regular army, and a Musketeer Captain is 
  equal to a General.  A character with this advantage must have at least 2 points in the Rank: Military power, and 
  should have the Military skill.   
  Benefits of being a Musketeer: You represent the King and speak with the King’s voice.  You are the law wherever 
  you are within Argance, unless a superior is present or you act with gross misconduct.  Second, the famous credo 
  of the Musketeers is “One for all and all for one”, meaning that if any Musketeer is in trouble, s/he can count on the 
  aid of any other.  Lastly, shopkeepers will give you discounts, and strangers will buy you drinks, as the Musketeers 
  are well liked.   
  Drawbacks of being a Musketeer: All loyal Musketeers have the disadvantage: Duty to the King.  Also, as 
  Musketeers are military men, their lives are controlled by the military.  They could be stationed in a regiment far 
  from home, or given some unpleasant or dangerous assignment, and would be expected to follow orders without 
  complaint.   
   
  The Caramaks- The Caramaks are a collection of dozens of islands known for two things: sugar and pirates.  
  Abeland, Argance, Tristania, and Vander each own several islands, appointing their own governor to each.  Many 
  more islands are unowned or uncharted, however, and may be home to smugglers, maroons, or pirates. The native 
  people, the Caramaka, serve as manual labor for the sugar plantations for meager wages.  On more than one 
  occasion, their mistreatment has resulted in bloody rebellion and desertion.  Deserters who escape and live on their 
  own are called maroons.   
   
  New Magic College: Voodoo  
  The heathen Caramaka do not follow the path of Deo, but instead, worship many gods and spirits.  Their priests are 
  able to communicate with these spirits, and at times, control them.  This type of magic is known as voodoo or juju to 
  the natives.  It can be used for both good (white magic) or evil (black magic).  To cast voodoo spells, the caster 
  must use a token of some type, and often, an incantation as well.  The type of token needed is described with the 
  spell.  
  Reading the Bones- Clairvoyance 1pt (bones) 
  Hex- Confusion 1-5 pts (dust, ashes) 
  Terrify- Daze [enhancement: repels targets with fear] 2-5pts (drum, shakers, etc) 
  Change Mind- Memory Tampering 4pts (target’s hair) 
  Dominate- Mind Control 5pts (doll in the shape of the target) 
  Sense Spirits- Sense X, X= spirits 1pt 
  Inflict Pain- Continual Damage, minimum range 5, 2-5pts (doll in the shape of target) 
  Healing Feather- Healing [enhancement: usable on others] 2-5pts (feather) 
  Raise Zombie- Summon X, X= Zombie 3pts (dead body, salt) 
  Control Zombie- Control X, X= Zombie 2pts (Juju stick) 
   
  Cladonia- Originally a tribal culture ruled by druids, Cladonia has integrated into the modern world, mostly due to 
  contact with the Abelish.  Though they are currently under Abeland’s rule, the Cladonians have rebelled dozens of 
  times, but Cladonian independence has never managed to last beyond the rule of the king who won it.  Perhaps the 
  main reason that Cladonia has not been able to successfully separate from Abeland is its divisiveness.  Cladonians 
  are really two peoples, the Highlanders, who are known for kilts, bagpipes, golf, and great swords known as 
  claymores and the Shirish, who are known for their music, poetry, boxing, and their whiskey.  The great divide 
  between the two cultures, however, is religious.  The Highlanders are Predestant and the Shirish are Theodoric. 
  The Abelish have held power in Cladonia because they have been adept at playing the opposing cultures against 
  one another usually by granting Shirish lands to Highland lords and vice-versa.  The Cladonians are ruled by 
  nobles who rank as high as Duke, who pay annual tribute to Abeland and carry out the King’s wishes.   
   
  Nordica Nordica is a large island that lies at the northern end of the Old continent. The Nordicans are ruled by 
  noblemen called “Jarls” in their tongue. They are farming and fishing people who once supplemented their income 
  by going on raids after the planting is done, coming home with their booty in time for the harvest. These raids were 
  called “vikes” in their language, thus their victims often called them “vikings”.  Today, Nordicans are as civilized as 
  
   
   
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  their neighbors, and make their living by raiding the sea of its fish and whales, with whale oil being its most 
  profitable export.  The principle religion of Nordica is Predestant, and their ships ran the Tristanian blockades 
  during the War of Lordly succession.  Nordica is currently ruled by King Josef II.   
   
  Advantage: University of Konigskal 
  Nordica is home to one of the world’s greatest houses of higher learning.  The University of Konigskal grants 
  students expertise in two subjects.  Choose two subjects from the following list: physician, science, social-science, 
  or humanities.  Whenever rolling for this subject, you get a +5 bonus to your total result.  This is especially valuable 
  for doctors in Predestant territories to have… 
   
  Thurillia Lying along a very long peninsula on the southern end of the Old continent, Thurillia is a collection of 
  many city-states, and was the seat of the once great Thurrian Empire.  Many of the modern city-states are ruled by 
  merchant-princes.  There are two exceptions, and they are the most important city-states.  The Republic of Vigo is 
  a city built upon a swamp.  Instead of streets, canals carry everything throughout the city.  Vigo is ruled by its Doge, 
  a ruler who is elected for life.  The current Doge is Sontino Garibaldi.  The Vigo export rare glasswork, but are most 
  especially known for their exclusive trade rights with the mysterious East.  Eastern spices, silks, and rugs must 
  pass through Vigo before being sold anywhere else on the continent.  Thurus was once the capitol of the Thurrian 
  empire, but today, it is the center of the Theodoric Church.  It is here that the Patriarch writes religious edicts that 
  are enforced throughout the Theodoric world.   
   
  Advantage: Cosmopolitan 
  Thurillia is a place of trade, diplomacy, and treachery.  You have honed one of these to a sharp edge that has 
  enabled you to prosper there.  Choose two of the following skills: deception, society, perform, or streetwise.  You 
  get a +5 bonus to your final result when making any check for those skills.   
   
  Tristania Tristania is probably the most powerful nation in the western world. They have the largest navy in the 
  world, and hold the only supply of xerion. Though (or perhaps because) Tristania has the world's most extensive 
  trade routes, Tristanian galleons are often prime targets for pirates. These pirates roam the seas along these trade 
  routes, hiding on various islands that dot the map along the way. Tristania is a devoutly Theodoric nation, and 
  spent vast resources trying to support the Theodoric princes of Varn in the last war.  Tristania is also known for its 
  incredibly fine swords, oranges, and the sport of bull-fighting.  The current ruler of Tristania is King Guillermo II.   
   
  Toringo Steel 
  The Tristanian city of Toringo is renowned for its fine swords.  A rapier made of Toringo steel gets a +1 bonus to hit 
  and damage before multiplying.  In addition, a Toringo rapier has a 30 hits and 30 soak.  These blades are not 
  cheap, and are not given lightly.  Nearly all people who own them are nobles, and Toringo blades are always made 
  with exquisite ornamentations.  A Toringo Rapier costs double the normal cost, including ornamentation.  A cheap 
  Toringo rapier would cost 120 Marks.   
   
  Ruvia Ruvia is a land farthest to the East of the Old continent.  The land is known for three things: its brutal winters, 
  its backward culture, and its draconian rulers.  Until seventy years ago, Ruvia was not a nation, but a collection of 
  fiefdoms ruled by the boyars, the noble class.  During the War of Lordly succession, however, all the boyars united 
  under the rule of Petro Ivanovich, who was crowned Czar, or, Emperor, and held fast against the Western nations 
  that sought to exploit the resources of Ruvia in time of war—a war they wished no part in.  Today, Petro’s son, 
  Petro II is the Czar, but very little else has changed in Ruvia.  The majority of the people still live as serfs, peasants 
  who are bound to the land and the boyar who owns it.  The rest of the nations see Ruvians as barbarians and 
  outsiders.  Ruvia has its own language and alphabet, known as Cyrillic and its own religion, the Ruvian Orthodox 
  Church, which came to Ruvia from Kretia in the 11th century.   
  The non-human population of Ruvia is made up mostly of elves and the native ursine.   
   
  New Race:  Ursine 
  Ursine, or Bearmen, are large, and covered with shaggy fur.  They resemble bears, but have opposable thumbs, 
  and are capable of speech.  Ursine have an intellect on par with humans, and wear clothes, use tools, etc just like 
  humans do.   
  Characteristics: Minimum Brawn 3, Large, Obsession with Eating (especially sweets), 1pt Keen Senses: Smell, 2pt 
  Berserker Rage.  Bearmen have claws that enable them to do +0DM lethal damage with unarmed attacks, and a 
  bite that does +1DM lethal.   
   
  Vander During the War of Lordly Succession, the minor principality of Vander broke away from Varn, declaring 
  itself a free state.  Today, Vander is one of the only places in the world with religious freedom, though most of the 
  
   
   
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  population is Predestant.  Vander’s gifted gnome machinists make the world’s finest firearms, though Vander’s 
  chief export is tulip bulbs, though it makes most of its wealth through its shipping and its position as a trading hub.  
  Vander is known as the bank of the world because it produces the world’s most stable paper currency, the Geld 
  Mark.  Vander is ruled by its Chancellor, who is elected by the members of the parliament. The current chancellor is 
  Hans Van Heigel.   
   
  New Equipment: Vander Firearms 
  The gnomes of Vander’s gunworks produce the most precise firearms of their age.  The shooter gets a +1 bonus to 
  rolls to hit before multiplying.  A character from outside of Vander purchasing one of these firearms must pay a 25 
  Mark tax.   
  Pistol- +2 DM, Range 12, 1 shot (1 minute to reload- basically 30 pages) 50 Marks 
  Musket- +3DM, Range 25, 2-Handed, 1 shot (2 minutes to reload- basically 60 pages) 100 Marks 
   
  Varn Varn is not exactly a country, but rather, a cultural group in the center of the Old continent.  The Varnans are 
  loosely united by the Holy Empire of Varn, but the individual principalities continually feud with each other anyway.  
  Each principality is ruled by a prince, who is also known as an elector.  Once every generation, when the old Kaiser 
  (emperor) dies, the princes of Varn vote for one of their number to assume the title of Kaiser.  Along with the title 
  goes the duty to arbitrate disputes between principalities and to unite the principalities in times of war.  The War of 
  Lordly Succession, or the Varn Civil War, was the bloodiest war in recorded history.  The war began when the 
  Kaiser became Predestant, and the Theodoric princes rebelled.  It lasted 100 years, and saw Varn change from a 
  land of Thedorics to a land of Predestants one besieged principality at a time, with nearly every nation of the Old 
  continent supporting one side or the other.  Though the war ended ten years ago, Varn is still a shell of its former 
  glory.  The current ruler of Varn is Kaiser Frederick II.  Despite the war’s outcome, there are many Theodorics still 
  living in Varn, making up about 30% of the total population, most of them living on the Argancian boarder.  
   
  Advantage: Imperial Military Academy 
  The best commanders in the world come from Varn.  The best of those came from the Imperial Military Academy.  
  A student from the academy gets a +5 bonus to the final result of any military skill roll.   
   
   
  Languages
  Languages
  Languages
  Languages    
  Most countries have an official language but not all do.  In 
  addition, there are several “dead tongues” that scholars study as 
  well as the languages of the natives of the Akirimas.  Remember, 
  a character speaks a number of languages equal to his Mind.  If 
  the character has the Humanities skill, the number of languages is 
  Mind x2.  If Languages is a specialty of the character, the number 
  is Mind x3.   
   
  Religion
  Religion
  Religion
  Religion    
  Deo This the god worshipped by Theodorics and Predestants alike.   
  Theodoric  The last prophet of Deo was Theodoric, who passed on the Liturgy- Deo’s Covenant for Mankind, 
  enabling man’s spirit to live forever if he follows the word.  Theodoric was executed by the polytheistic and 
  draconian Thurrian empire for treason, but this martyrdom only heightened his following.  Weeks after the 
  execution, Theodoric appeared to his followers, and instructed them to spread the Liturgy so that all men could live 
  forever.   
  The Theodoric Church 
  Eventually, the following of Theodoric grew so large that it became the official religion of the once pagan Thurian 
  Empire.  The emperor commanded, however, that the church become organized, with a centralized leadership.  He 
  appointed a friend, who was a Theodoric priest, to the position, which he called the “Patriarch”.  Over the centuries, 
  the power of the empire waned and crumbled, but the power of the Theodoric Church increased exponentially as 
  the Liturgy spread all over the Old Continent.  The height of this power was the middle ages, when nearly all rulers 
  in the Old Continent were Theodorics, and old Thurrian was spoken by nobles as well as priests as a sort of 
  “universal” language.  However, this did not last forever. 
  Theodoric Priests can use magic from the Light College even if they do not have the “Magic” advantage.   
  Nation 
  Language 
  Abeland 
  Abelish 
  Argance 
  Argancian 
  Cladonia 
  Abelish, Old Cladonian 
  Nordica 
  Nordican 
  Ruvia 
  Ruvian 
  Thurillia 
  Thurillian 
  Tristania 
  Tristanian 
  Vander 
  Varnan (with an accent) 
  Varn 
  Varnan 
  Dead Language 
  Ancient Thurrian 
  Dead Language 
  Old Kretian 
  Dead Language 
  Tpygean Hieroglyphs 
  
   
   
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  The Orthodox Church of Kretia & Ruvia 
  Around the year 500, the Theodorics in Kretia withdrew from the Theodoric Church because they refused to 
  remove the “icons” (little mosaics, shrines, or statues) that the Patriarch forbade in an edict.  Claiming that the icons 
  were holy, the Kretians instead continued to use them, but no longer gave tithes to the main church body.  In 
  response, the Patriarch executed the Arch-Bishop of Kretia, who then did the same to the Patriarch.   Claiming that 
  they were the ones truly upholding the Liturgy, the Arch-Bishop declared themselves “Orthodox”.  A few centuries 
  later, a group of Kretian missionaries traveled to Ruvia, where the Liturgy spread like wild-fire.  Orthodox priests 
  can cast Light college magic just as a Theodoric priest can.   
  The Predestants  
  The religious group that broke away from the Theodoric Church in the 16th century is called the Predestine Church, 
  so named because they believe in predestination—that whether one is damned or saved—is already determined by 
  the grace of Deo, and not through man’s deeds.  Members of the church are called Predestants.  There was a huge 
  civil war in the principalities of Varn over this schism that became a continental war.  This war, lasting 100 years, 
  was called the War of Lordly Succession.  In the end, Most of Varn's principalities are Predestant.  Predestants 
  believe magic is evil, from the devil, etc, and do not allow its use for good or ill.  Alchemy is debatable whether it is 
  allowed or not, varying by region.  Because of the ban on magic, however, Aquavite is illegal in Predestant regions 
  (though Xerion weapons are allowed).  For this reason, Predestant countries have a stronger appreciation for 
  science, medicine, and technology than their magic-using neighbors.   
  The Church of Abeland 
  The Church of Abeland’s structure, ceremonies, and architecture are almost exactly the same as the Theodoric 
  Church.  There are some key differences, the most important of which is that the monarch of Abeland is the head of 
  the Church, rather than the Patriarch.  Priests of the Church of Abeland are called Vicars, and they can use light 
  magic similar to Theodoric Priests.    
   
  New Powers
  New Powers
  New Powers
  New Powers    
  Beat- 1pt.  You are good at knocking your foe’s weapon out of the way to make room for your follow-up attack.  
  Make a Brawn contest with your opponent instead of a regular attack.  If you win, your next attack against that foe 
  has a +10 bonus to hit.   
   
  Boxing- 1-5pts The official sport of the Shirish, boxing is the art of fighting with your fists.  There are rules 
  governing the sport that separates it from mere brawling.  For every point you have in boxing, you may choose two 
  maneuvers from the list below. 
  Jab- Your regular punches do +1 damage before multiplying 
  Hook- +1DM Stun, spend 1 energy, -1 to hit before multiplying 
  Uppercut- +2DM Stun, spend 2 energy, -2 to hit before multiplying 
  Conditioning- +5 Soak against stun damage.  You may select this maneuver up to 4 times, the benefits are 
  cumulative.   
  Shake It Off- Spend 2 energy to heal x2 Stun damage.   
  Counterpunch- If an opponent misses you with a hand to hand attack by 5 or less, you may make an immediate 
  regular punch attack against him/her by spending 1 energy.  
  Rope-a-Dope- Opponents loose 1 energy each time they attack you with a hand to hand attack and do no damage 
  (weather by missing or your soaking it).   
    
  Corps-a-Corps 2pt.  You are trained to knock your foes into the rails or onto the floor.  Make an unarmed attack 
  against your opponent.  The opponent must roll Brawn against the damage you did.  If the opponent fails, they are 
  knocked onto the ground or against an obstacle immediately behind him or her.  Opponents on the ground have a 
  penalty of 2 to their Agility based dice rolls (before multiplying) until they get up, which uses up their movement for 
  their panel.   
   
  Daredevil 1-3 pts.  You are a showman who often risks life and limb in the spirit of adventure.  You receive a +1 
  multiplier per point in this power whenever you try something unnecessarily brave, foolish, or flashy.  For example, 
  swinging from chandeliers, fighting on top of a moving carriage, etc.  This bonus is applied as well as any penalties 
  to the action in question, and the narrator decides when the bonus is appropriate.   
   
  Expert Marksman- 1-3pts.  Your maximum range with any ranged weapon is increased by a fourth/third/half 
  (round up) for 1/2/3 points in this power.  This does not affect the reach of thrown weapons, however.  In addition, 
  your range penalties are reduced by 1.    
   
  
   
   
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  Fleche- 1pt.  Literally meaning “arrow” this maneuver is as risky as it is deadly.  The attacker leaps at his/her 
  opponent in a lunge, then attempts to run past using the forward momentum.  When you use this maneuver in 
  melee, you may attack while moving past your enemy—essentially taking your movement and attacking any one 
  target along the path you moved.  This attack does an additional +1DM.  If your attack roll was an odd number, your 
  opponent may make an immediate counterattack with a +1DM bonus.  This uses 1 energy.   
   
  Misdirection 1pt.  You are adept at drawing your enemies sword where you are not.  Instead of attacking an 
  opponent in melee, make a Mind contest against him or her.  If you succeed, the foe has a -10 penalty (after 
  multiplying) on his next melee attack against anyone.   
   
  Riposte 2pts.  You are a master of counterattacking your opponents when their attacks leave an opening.  When 
  an opponent misses you with a melee attack by 5 or less, you may make an immediate counter attack with your 
  melee weapon by spending one energy against that opponent.  There is no domino effect against minions when 
  you riposte.  A riposte cannot be riposted or weapon-locked.   
   
  Stunning Strike 1pts.  You make a +1DM stun attack against your opponent, using the butt of your weapon.  The 
  target rolls Brawn against the damage.  If they fail, their next defensive roll is -2 to the dice before multiplying.   
   
  Taunt- 1pt- Make a Mind contest with your opponent instead of an attack. If you succeed, that opponent's next 
  panel must be used to attack you, with a penalty of to the final result equal to the difference in the Mind contest. 
   
  Valiant Defender- 2pts- You may substitute your Agility for a single allies for one page for Defensive purposes 
  only. If your Agility is equal or less than theirs, add your Agility to his/her defense dice rolls (before multiplying) 
  instead of swapping. This can be used on one adjacent ally per page, and is physically exhausting, spending 2 
  energy each page used. If your friend is struck while you are using this power, you can choose to take the damage 
  instead.  
   
  Xerion 1-5pts.  Whether through wealth, inheritance, or duplicity, you own a cache of Xerion.  The amount you own 
  is based on the points you put in this power.  Xerion armor has a soak of 40, and weapons get a +2 bonus to 
  damage rolls (before multiplying).  For resisting breakage, Xerion weapons have 50 Hits and 30 Soak.  Consult the 
  chart below.  Xerion items are usually coated with a clear lacquer finish to protect them from moisture.   
  1 
  Small weapon (dagger), Helmet, OR buckler 
  2 
  Regular weapon (sword, pistol), OR Breastplate 
  3 
  Large Weapon (great axe, musket) 
  4 
  Breastplate AND Regular Weapon OR Helmet AND Large Weapon 
  5 
  Full suit of armor OR Breastplate and Large Weapon 
   
  Power Errata 
  Charisma- 1pt.  You have a certain magnetism that draws people to you.  Whenever you are trying to negotiate, 
  entertain, or persuade someone, you add 2 to your Mind before rolling.  We changed this power to make it less 
  expensive for more effect.   
  Off-Hand Pistol-  2pt.  You can fire a pistol in your off-hand while shooting or fighting with your good hand.  This 
  enables you to make an extra pistol attack per panel.  Attack rolls made with either hand are less accurate (you are 
  splitting your attention between two weapons) and have a minus 2 penalty to the dice roll before multiplying to hit.  
  Without this power, the penalty would be -4. The reason for this change is that it made no sense that attacking with 
  a pistol in the offhand should expend energy! 
   
  New Advantage: Fencing Schools 
  The world of 17th Century fencing is not as simple as “stick your opponent with the pointy end”.  There are 
  numerous subtleties to fencing- different philosophies as to what is the best strategy to pursue in hand to hand 
  combat.   Some styles focus on not being hit, others concentrate on power, while others use tricks and deception.    
   
  Fencing schools were established throughout the Old Continent in order to teach these special maneuvers.  
  Though the original masters of the “arte de defence” originally hailed from Thurillia, different nations developed their 
  own unique styles and schools to train in.  Characters either learn from a fencing school by going there and 
  enrolling as a student or training with a master (though only nobles usually can afford to hire master fencers to 
  come train them).   
   
  The Fencing School advantage allows a character to choose one fencing school in which their character was 
  trained (either in person or from a traveling master).  The advantage gives the character increasing benefits as the 
  
   
   
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  hero becomes more adept in the school’s curriculum.  A curriculum is a list of powers that follow the school’s 
  primary teachings.  A character who has trained in the school and has at least 2 points of curriculum powers is a 
  novice.  When a character has 5 points of powers in that particular style, s/he is said to be an apprentice of that 
  style, gaining the apprentice ability.  When a character has acquired 10 points in a given style, s/he is a master of 
  that style, and gains the master ability. 
   
  Remember, a fencing school is an advantage, and must be “paid for” with a disadvantage. It is possible for 
  characters to be trained in multiple fencing schools.  As for training in a new fencing school after a campaign is 
  already begun, this is up to the narrator.  S/he would probably require the character to pick up a new disadvantage 
  to pay for the advantage, but no role-playing is necessary to acquire it, as it occurred during “down time”.  The 
  other, more preferred option, is that fencing school training can happen during the course of the campaign.  This 
  must be role-played, however.  First, the hero will have to find either a school to train him, or a master to do so.  
  Neither option is cheap.  A Fencing school typically charges around 20 Marks per month of study for use of its 
  gymnasium and classes.  A master will typically charge 100 Marks per month for private lessons, though some 
  circumstance could cause him to wave his fee (the hero saving his life for instance).   
   
  Danneggiano- This style from Thurillia utilizes a single rapier in the main hand and no weapon in the offhand.  This 
  school focuses on offensive abilities of the rapier, utilizing its flexibility and reach as an asset while training students 
  to put power into their blows.  The training regimen really focuses on increasing strength in the sword arm- fingertip 
  pushups, one-arm pull-ups, and tug of wars.  Danneggiano fencers are very proud, and dislike Idanza fencers, as 
  they see the style as cowardly.  The school motto is “Always Courage”.   
  Curriculum: Rapier Technique 2pts, Reckless Might 1pt, Quick-Draw 1pt, Berserker Rage 2pts, Beat 1pt, Fleche 
  1pt, Riposte 2pt. 
  Novice: The strength in your hand and fingers is remarkable.  You get a +1 to your multiplier to avoid being 
  disarmed.   
  Apprentice: You have more endurance for pressing the attack.  You only spend 1 energy when using Berserker 
  Rage when armed with a single rapier.   
  Master: With a flick of your wrist, you can bring out a rapier’s true potential, turning a wound into a kill.  While you 
  are using a single rapier, it does +2DM instead of the normal +1DM.     
   
  Duentina- This is the Thurillian style that focuses on the use of a rapier in the main hand and a main gauche in the 
  off-hand.  This school has a good mix of offensive and defensive abilities and is popular in Tristania and Argance 
  as well as Thurillia.  The training regimen of this school often involves sparring against multiple opponents.  
  Duentina swordsmen are trained to be proud of their abilities, and the motto of this school is “pride at any price”.   
  Curriculum: Paired Weapons 1pt, Off-Hand Parry 2pts, Feint 1pt, Riposte 2pt, Weapon Lock 1pt, Taunt 1pt, Rapier 
  Technique 2pt, Main Gauche technique 2pt.    
  Novice:  You get a +2 bonus to your total die result to the Mind contest when feinting or resisting a feint.  
  Apprentice: The feint maneuver gives you a +15 bonus on your next attack. 
  Master: You get a +5 bonus to your total die result to the Mind contest when feinting or resisting a feint.  
   
  Falkinson 
  Originating in Nordica, this style favors the use of the "hand and a half" or bastard sword.  Though this is a weapon 
  that hails from a bygone era, The style often makes use of the wielder's ability to choose to wield the weapon one 
  or two handed, depending on the user's needs at the time.  When used in one hand, the off-hand can be used to 
  wield a weapon, hold a shield, or grab a rope or some other utilitarian purpose.  When wielded in two hands, the 
  sword is more damaging, and weapons break more easily against it.  The style taught by this school is rough 
  indeed, and a Falkinson graduate often has several scars to prove it.  There are two sets of bonuses for apprentice 
  and master depending on how the sword is gripped.  The player must choose which grip bonus s/he is getting at 
  the start of every page.   
  Curriculum: Bastard Sword Technique 2pt, Paired Weapons 1pt, Shield Deflect 1pt, Corps-a-Corps 2pt, Beat 1pt, 
  Reckless Might 1pt, Break Weapon 2pt.   
  Novice: If anything, training in a Falkinson hall teaches its students toughness.  A Falkinson novice has a +2 bonus 
  to his/her Wound Threshold.   
  Apprentice: Two-Handed +1 to final result to hit and damage rolls.  One-Handed +2 to final result to any defensive 
  roll.    
  Master: Two-Handed +2 to final result to hit and damage rolls.  One-Handed +4 to final result to any defensive roll. 
   
  Festung- This is the Varn style of combat utilizes a saber and a buckler.  The style focuses on defense, but also 
  trains to use strength  to push your foe to his limits.  This style is also used in Abeland and Nordica.   
  
   
   
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  Curriculum: Shield Deflect 1pt, Paired Weapons 1pt, Weapon Lock 1pt, Stunning Strike 1pt, Saber Technique 2pt, 
  Reckless Might 1pt, Beat 1pt, Corps-a-Corps 2pt.  
  Novice: The buckler does not cost you energy to use as an off-hand weapon.  
  Apprentice: +1 to total result when using the buckler for anything (hit, damage, defense, etc).   
  Master: “  “ +2 to total result when using the buckler for anything. 
   
  Fourchette- This Argancian style uses a rapier with a parrying dagger in the off hand.  The goal is to leave your 
  opponent without a weapon, giving you the ultimate edge… 
  Curriculum: Taunt 1pt, Paired Weapons 1pt, Break Weapon 2pt, Weapon Lock 1pt, Disarm 2pt, Rapier Technique 
  2pt, Feint 1pt.   
  Novice: +1 to the result when using or resisting Taunts.   
  Apprentice: Your lock your opponent’s weapon when they miss you by 7 or less when using a parrying dagger.   
  Master: Your lock your opponent’s weapon when they miss you by 10 or less when using a parrying dagger. 
   
  Gulliver- Gulliver is a school founded in Abeland, and it is favored by both cavaliers and sailors alike as it teaches 
  its students how to hold their ground without falling- very important both ahorse and at sea.  The weapon used by 
  Gulliver students is the saber, leaving the off-hand free to grasp reins or rigging as needs be.  The motto of this 
  school is “dignity at all times”.   
  Curriculum: Saber Technique 2pts, Riposte 2pts, Disarm 2pts, Stunning Strike 1pt, Beat 1pt, Quickdraw 1pt, 
  Reckless Might 1pt. 
  Novice: You know how to hold your balance, and have +1 to your multiplier to avoid falling over.   
  Apprentice: You can riposte an attack that misses you by as much as 7.  
  Master: You can riposte and attack that misses you by as much as 10.   
   
  Idanza- Idanza is the Tristanian school that utilizes a single rapier.  The style focuses mostly on footwork, and is 
  often compared to a dance.  Indeed, dance is one of the school’s tools for conditioning.  Idanza fencers also 
  practice acrobatics- walking on, swinging across, jumping over, and ducking under various ropes on a course.  As 
  the student becomes more advanced, a blindfold is introduced.  The keen balance and control that this training 
  induces gives the student great confidence in their movements and hones a sort of defensive sixth sense.   
  Curriculum: Footwork 1pt, Rapier Technique 2pts, Fleet of Foot 1pt, Daredevil 3pt, Danger Sense 2pt, Tagging 1pt, 
  Fleche 1pt.   
  Novice: +2 to dice rolls (before multiplying) to any Perform/Dance or Athlete/Acrobatics  
  Apprentice: +2 to total  result of any defense roll 
  Master: +5 to total result of any defense roll  
   
  Il Mantello- This is a Thurillian style that uses a rapier with a cloak wrapped up in the off hand.  The cloak is used 
  to confuse the enemy, deflect sword blows, and draw their attention away from the rapier at just the right time.   
  Curriculum: Cloak Defense 2pt, Feint 1pt, Misdirection 1pt, Footwork 1pt, Rapier Technique 2pt, Riposte 2pt, 
  Quick-Draw 1pt.   
  Novice:  You get a +2 bonus to your total die result to the Mind contest when Misdirecting or resisting it. 
  Apprentice: The Misdirecting maneuver gives your foe -15 penalty on their attack. 
  Master: You get a +5 bonus to your total die result to the Mind contest when feinting or resisting a Misdirection.  
   
  Nozhinitzi- A style popular in the Ruvian courts, Nozhinitzi is often called “the saber dance” because the fighter 
  uses a saber in each hand.  This style is also common among Nordican sailors who use a cutlass instead.  The 
  purpose of this style is to overwhelm your foe with the shear dizzying number of attacks you throw at them, 
  sacrificing control for speed.   
  Curriculum: Paired Weapons 1pt, Berserker Rage 2pt, Saber Technique 2pt, Reckless Might 1pt, Footwork 1pt, 
  Riposte 2pt, Quick-Draw 1pt.  
  Novice: +1 to your Mind when attempting to intimidate people while armed with paired sabers.   
  Apprentice: With a Brawn of 2 you can use Reckless Might can be used to give a +2 Brawn bonus in exchange for 
  a -20 Wound Threshold when wielding two sabers.   
  Master: Any page in which you make 3 attack panels, you get a +2 bonus to the result of each attack with sabers.   
   
  Rivaskail- Born in the Cladonian Highlands, this style focuses on the use of a single two-handed sword- the 
  claymore. Rivaskail swordsmen can be deceptively fast and unpredictable despite their heavy weapons.  The 
  training regimen consists of running uphill, throwing stones, climbing cliffs, and jumping stone walls.   
  Curriculum: Beat 1pt, Claymore Technique 2pt, Footwork 1pt, Reckless Might 1pt, Stunning Strike 1pt, Disarm 2pt, 
  Berserker Rage 2pt.   
  Novice:  +1 to dice before multiplying to Athlete skill rolls.  
  
   
   
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  Apprentice: +3 to result of any Brawn roll (excluding damage) 
  Master: +5 to the result of any Brawn roll (excluding damage) 
   
  More Advantages and Disadvantages 
  New Advantage: Patron 
  You work for somebody important who gives you a good salary for your services as an expert in your field.  You 
  could be a noble's personal physician or a wealthy merchant's bodyguard for example.  You begin play with an 
  extra 50 Marks, and receive 10 Marks per month you remain in your patron's employ.  Often, your work comprises 
  of missions or tasks that you carry out for this person, often things that are plot devices to get you involved in some 
  grand adventure.     
   
  New Disadvantages 
  Aquavite Addiction- You are addicted to the use of Aquavite.  It gives you the Magic Advantage (in exchange for 
  this disadvantage), and free immunity to aging and illness, but you must have a dram each and every week.  Each 
  dram costs 10 gold Marks.  Over the course of a year, this is very expensive.  If you do not have your Aquavite for 
  over a week, you will begin to go through a painful withdrawal phase, during which you lose your ability to use 
  magic, as well as your immunities.  In addition, you suffer a -2 penalty on all dice rolls (before multiplying) for the 
  next month or until you begin using Aquavite again.   
   
  Supernatural Weakness There is something out there that can do great harm to you that is perfectly harmless to 
  most people.  Perhaps you have an ancestor who was a changeling, and the allergy to cold iron passed on to you, 
  or you are the descendant of a werewolf and silver is lethal to you.  You could be a Dhampir, the child of a vampire 
  and a mortal, and become powerless by the light of day.  There are as many possibilities as there are legends.  
  There are two types of weaknesses: damaging and negating.  A damaging weakness is something that you take 
  double damage from.  For example, a character with a damaging weakness to silver would take double damage 
  whenever struck by a silver weapon, though simply touching silver will not harm him.  A negating weakness 
  severely weakens a character whenever that character is within 5 squares of the weakness, causing each of her 
  stats to reduce by 1 (to a minimum of 1), and all of her supernatural powers are negated.  For instance, a Dhampir 
  would be unable to use the Shapeshift power while within 5 squares of sunlight.   
   
  One-Eye Through some misfortune, be it a duel or the cruelty of fate, you only have one usable eye.  You probably 
  cover the other eye with a patch, though glass eyes can be made for the well-to do.  As a result, you have poor 
  depth perception.  Whenever you must engage in an activity that requires good depth perception, such as using a 
  ranged attack, you suffer a -2 penalty to the dice roll before multiplying.    
   
  One-Hand You lost one of your hands, likely at the end of a sword.  Now, you wear a crude prosthesis, most likely 
  a hook over your stump.  You are incapable of any activity that requires two hands (like wielding a two-handed 
  sword).  In any activity where someone should be using 2 hands (like climbing a ladder), you have a -2 penalty to 
  the dice roll before multiplying.  You have this same penalty when using your hook to do nearly anything, except 
  attack.  The hook can be used as a weapon, and it does +0 DM lethal damage.   
   
  Peg-Leg You have lost one of your legs, and wear a crude wooden prosthesis.  Your movement speed is Agility x2, 
  and you cannot have the Fleet of Foot power.  You also have great difficulty doing anything requiring precise 
  balance.  You have a -2 penalty to the dice before multiplying on any Athlete/Acrobatics, Stealth/Prowling, 
  Perform/Dance or similar checks.   
   
  Renaissance Equipment
  Renaissance Equipment
  Renaissance Equipment
  Renaissance Equipment    
  The renaissance equipment list is included in BASH Fantasy, but has been reproduced here for your convenience.   
   
  Gunpowder Equipment   
  The development of firearms made the use of armor (and heavy armor piercing swords) a thing of the past.  The 
  gun became the great equalizer among men—though many nobles still see the sword as a more elegant weapon.  
  Gunpowder weapons halve the effect of armor against them.  Thus, a 30 Soak breastplate can only soak 15 
  damage from a gun.  The magical soaking bonus of armor, however, is not halved.  Thus, a +2 breastplate would 
  soak 40 normally and 25 against bullets.  Note: all the firearms listed here can fire but a single shot before they 
  must be reloaded. Remember- Melee  and thrown weapons use Brawn as a damage base, projectile weapons use 
  Mind as a damage base.  Black powder guns have a –1 penalty to the dice roll (before multiplying) for every 5 
  
   
   
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  squares away the target is standing. Thus, firing a musket at a man standing 13 squares away has a –3 penalty 
  applied to the dice roll before multiplying.   
   
  Pistol- +2 DM, Range 10, 1 shot (1 minute to reload- basically 30 pages) 30 Marks 
  Musket- +3DM, Range 20, 2-Handed, 1 shot (2 minutes to reload- basically 60 pages) 60 Marks 
  Blunderbuss- +2 DM, Range 10, 2-Handed, 1 shot (2 minutes to reload), Radius 1, 45 Marks 
  Grenade- x6 damage, Range 5, Radius 1, detonates next page (same priority) 20 Marks for 1.   
  Powder Keg- x10 damage, Radius 3, 100 Marks for 1.  
  10 charges of powder and shot, 5 Marks.   
   
  Fencing Weapons  
  The listed prices are for swords without gilding.  Up to 200 Marks of value can be added with these decorations.  
  These weapons are preferred over the broadswords of old because of their speed.  A number of fencing weapons 
  increase the wielder’s Agility for the purpose of deciding priority in combat.  However, there are still some who use 
  the Bastard Sword and Claymores of old.   
  Rapier- +1 DM, Reach 2 (lunging)  Lethal, 40 Marks.  +2 Agility for priority purposes.  
  Saber; Cutlass- +2 DM, Lethal, 20 Marks.  +1 Agility for priority purposes.  
  Sword-Cane- A +1DM, Lethal small-sword hidden inside an ordinary cane.  60 Marks. +1 Agility for priority 
  purposes.  
  Main Gauche- +1 DM, Lethal, 15 Marks [Allows the off-hand parry power] 
  Parrying Dagger- +1DM, Lethal, 30 Marks.  +3 to dice rolls using the disarm, break weapon, and weapon lock 
  powers. A parrying dagger looks like a normal dagger until a switch is pressed, causing two more blades to fan out 
  from the first, making a trident-like instrument good for catching and breaking enemy swords.  
  Basket Hilt- +1 DM, Stun, adds 5 Marks to a fencing weapon’s cost.   
  Bastard Sword- +2DM one handed, or +3 DM two-handed, Lethal.  50 Marks.  
  Claymore- +3 DM, two-handed, Lethal.  40 Marks.   
   
  Common Weapons 
  Dagger, +1DM, range 3 throwing, Lethal  10 Marks 
  1-Handed Mace/Axe, +2DM, Lethal 10 Marks  
  2-Handed Mace/Axe, +3DM, Lethal 20 Marks  
  Spear- +1DM range 6 throwing or 2-Handed Reach 2, Lethal 15 Marks,  
  Harpoon- +2DM Range 4 throwing, Lethal 20 Marks.  Double damage against whales & sea monsters.   
  Pike- +1DM, 2-Handed, Reach 3 Lethal, 20 Marks.  Cannot attack an opponent less than 2 squares away.  
  Halberd- +2DM, 2-Handed Reach 2, Lethal 20 Marks,  
  Bayonet, Gaff Hook +1DM 2-Handed Reach 2, Lethal 10 Marks,  
  Whip- +0DM, Reach 2, Stun 15 Marks *[allows wielder to purchase entangle as a power, and Snatch as a power] 
  Cane, Cudgel, Belaying Pin +2DM, Stun 5 Marks,  
  Staff, Musket Stock +3DM, 2-Handed, Stun 10 Marks,  
  Garrote- +2DM to Wrestling damage which becomes lethal 10 Marks 
   
  Armor  Although this is the time when heavy armor fell out of fashion, there are still some vestiges of it.  The large 
  shields of the dark ages are replaced by small bucklers.  Many people still wear leather armor as it is light and 
  cheap, and effective protection against the lighter swords of the day, though little help against a gun.  Then there 
  are those who wear the heavy breastplates and helms (think 17th century Spaniards here) of old, though not the 
  greaves or gauntlets.  The effect of this is that some people may wear leather armor to protect their limbs, but use 
  heavier steel to protect the head and torso.  Essentially with these piecemeal armors, the victim of an attack rolls a 
  die to see which part of the body was struck (and thus which piece of armor soaks damage).  These heavier armors 
  require armor familiarity at a 2 to wear.   
  Buckler- A small shield that enables a person to put up to 1 point in shield deflect power. 10 Marks 
  Leather Armor- 10 Soak, 10 Marks.   
  Breastplate- 30 Soak (Requires Armor Familiarity at a 2).  When you are attacked, roll a d6.  If the result is a 4, 5, 
  or 6, it hit the breastplate, which can soak the damage.  50 Marks. 
  Helmet- 30 Soak (Requires Armor Familiarity at a 2).  When you are attacked, roll a d6. If the result is a 1, you were 
  struck in the head, and the helmet can soak damage.  30 Marks.   
   
  Siege Equipment  Cannon (ball), Range 30, x10 damage, Radius 1.  Reload: 30 panels.  Crew: 5. Cost: 200 
  Marks per point of size.  Each cannon ball & powder to fire it costs 5 Marks.  Cannons also fire grapeshot, Range 
  10, x8 damage, Radius 2.  One round of grapeshot costs 5 Marks as well.   
  
   
   
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  Boarding Cannon, Range 20, x8 damage, Radius 1, Reload 1 minute.  Crew: 1. A boarding cannon fires a very 
  small cannon ball.  It is a size 0 weapon.  It costs only 80 Marks.  Powder and one ball costs 2 Marks.   
   
  New Rules
  New Rules
  New Rules
  New Rules    
  New Rule: Hero & Villain Dice 
  Swashbuckling is a genre of storytelling that is supposed to be especially dynamic.  To reflect this, we are 
  introducing a new rule- the Hero die.  Whenever one of the heroes does something especially cool, heroic, or 
  laugh-out loud funny, the narrator can reward him/her with a Hero die.  A Hero die can also be given for doing 
  something that moves the story along, or is dramatically appropriate.  The hero can add this die to any dice roll 
  (after seeing the result).  If this die is the same as either of the other two, it counts as doubles, and permits another 
  die!  If a Hero die goes unused, at the end of the session, it disappears: they do not accumulate over time.  
  Alternatively, if a hero does something especially unheroic, despicable, or dishonorable, the narrator gets a Villain 
  die, which can be used in the same way, to help any villain’s die roll.   
  Example: Gillaume and Francisco are searching a heavily guarded chateau for a kidnapped woman.  In true 
  cinematic fashion, they split up—on taking the stairs up, the other descending to the basement.  Because this was 
  risky and dramatic, the Narrator awards each of them a hero die.  As Gillaume is making his way through the 
  basement, he finds a door with a padlock, which he blows off with his pistol.  He finds the girl and starts making his 
  way outside, but is blocked by a Musketeer.  The Musketeer draws his rapier and challenges Gillaume to a duel.   
  However, Gillaume is in a hurry to get out of there, so he shoots the Musketeer instead.  The Narrator thinks this 
  was bad form, and so takes a Villain die for Gillaume’s action. 
  As they make their escape, Gilluame realizes he needs a very good riding check to get away, so he uses his hero 
  die.  He rolls a 3 and a 4, and the hero die comes up 3, counting as doubles and allowing him to roll another die.  
  He does, and rolls a 4, allowing him to roll again, and comes up with a 2, for a total of 16x3=48.   
   
  New Rule: Illness 
  Illness comes in four levels of debilitation: mild, serious, severe, and life-threatening.  
   
  A mild illness reduces a character's energy pool by 1 until s/he is cured. Also, all Brawn and Agility dice rolls are 
  reduced by 1 until the character recovers. A mild illness typically lasts 1 day. 
   
  Serious illness reduces the energy pool by 3 until the character recovers. All Brawn and Agility dice rolls are 
  reduced by 2 until the character recovers. A Serious illness usually lasts 3 days.  
   
  Severe illness reduces the energy pool by 6 until the character recovers. Brawn and Agility dice rolls are reduced 
  by 3 until the character recovers. Severe illnesses usually last six days.  
   
  Life-threatening illnesses reduce the energy pool by 10 until the character recovers (Essentially the only way the 
  character can activate powers that require energy while under the effects of a life-threatening illness is to push 
  him/herself). Brawn and Agility dice rolls are reduced by 4 before multiplying until the character recovers. A life-
  threatening illness can last about 10 days.  
   
  Illnesses can be recovered from twice as fast with a Physician/Diagnosis check. The difficulty of the check is 
  10/20/30/40 for a mild/serious/severe/life-threatening illness. 
   
  
   
   
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  Expanded Rules for Naval Combat 
  Most of these rules were summarized in the 
  Isle of the Lost Tomb, but are repeated and 
  clarified here for completeness.   
   
  Scale: Naval combat is conducted at a larger 
  scale than personal combat.  Ship scale uses 
  “sea squares” each of which represents 50 
  feet, essentially equal to 10 standard squares.  
  Time in ship scale combat is one page per 
  minute instead of 2 seconds.   
   
  Before beginning the battle, it is important to 
  determine the direction of the wind.  When 
  sailing into the wind, a captain can make a 
  sailing/tacking roll each page.  Every 10 is an 
  extra square the ship gets to move this page.  
  Also, a ship cannot come to a complete stop.  
  It must move at least a number of squares 
  equal to its size every page.   
   
  A ship can only fire cannon off to the sides of 
  the ship (port or starboard).  They cannot fire 
  directly ahead.  Of course, turning the ship 90 
  degrees would enable the broadside to face 
  the enemy ship!  Turning 90 degrees uses up 
  6 squares of movement, and can only be done 
  once per page.  A 45 degree turn uses up 3 
  squares of movement and can be done twice 
  per page.   
   
  The 
  roll 
  to 
  hit 
  uses 
  the 
  character’s 
  sailing/gunner roll (a person with gunner as a 
  specialty can roll twice, taking the best of the 
  two results).  There is a -1 penalty applied to the dice roll before multiplying for every 10 sea squares away the 
  target is.  A 20 indicates a successful hit.  A ship will sink if it is reduced to 0 hits.  If a ship takes damage equal to 
  10 xBrawn, it takes a wound, and suffers penalties on all rolls as a wounded character would.  A ship also loses 
  one square of its maximum movement per wound it takes.  Lastly, whenever a ship is wounded (not merely when it 
  is hit) the characters and minions onboard need to roll to see if they were injured and how severely.   
   
  Because this is a heroic system, the more “important” characters are more likely to survive a cannon volley. The  
  characters roll times their highest stat.  A 10 or less indicates that the character was badly injured, and took x8 
  damage.  A 20 or less indicates a serious injury; x4 damage.  A 30 or less is a scratch; x2 damage.  Anything 
  above a 30 means the character was totally uninjured.  Minions always die whenever the ship takes a wound.  The 
  question is how many.  Roll a x8 damage roll, and divide by the minions’ DL.  The result is the number of minions 
  slain in the volley.   
  Example: The Vengeful Harpy is hit for 60 damage after soaking, giving it a wound.  The narrator rolls for Captain 
  LeMarque, using his highest stat, a 3 Brawn, getting 3x7=21.  LeMarque suffers a scratch, taking x2 damage.  
  Next, the narrator rolls for the crew.  He rolls a 9x8= 72 divided by 7 (the DL of each crewman) indicating that 10 
  crewmen died from the blast.   
   
  Ship Classifications:  Below are some generic classifications of ships of the time.  Note that for ease of play, the 
  number of guns a ship would have actually carried was drastically reduced.  Assume the ship carried much more 
  guns, but the number listed is how many actually get dice rolls.   
   
  
   
   
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  Sloop- Brawn 2 Agility 4 Mind 1, Running 3pts (24 squares top speed), Water Walking, Size 2 (+10 Soak = 20) 
  2 Cannon to a side.  Cargo: 8 Barrels.  Cost: 500 Marks.   
   
  Cargo Fluyt- Brawn 2 Agility 3 Mind 1, Running 3pts (18 squares top speed), Water Walking, Size 3 (+15 soak = 
  25), 2 Cannon to a side.  Cargo: 30 Barrels.  Cost: 1000 Marks.   
   
  Barque/Brig/Corvette- Brawn 3 Agility 3 Mind 1, Running 3pts (18 squares top speed), Water Walking, Size 4 (+20 
  Soak =30), carrying 4 Cannon to a side, and 2 boarding cannons on each side.  Cargo: 18 Barrels.  2000 Marks.  
   
  Galleon- Brawn 4 Agility 2 Mind 1, Running 2pts (10 squares top speed), Water Walking, Size 5 (+25 Soak =35), 
  carrying 8 Cannon to a side, and 2 boarding cannons on each side.  Cargo: 32 Barrels. 4000 Marks.   
   
  Frigate- Brawn 3 Agility 3 Mind 1, Running 1pts (12 squares top speed), Water Walking, Size 4 (+20 Soak = 30), 
  Carrying 12 Cannon to a side, and 4 boarding cannons on each side.  Cargo 24 Barrels.  Cost: 6000 Marks. 
   
  Man-O’-War- Brawn 4 Agility 2 Mind 1, Running 1pts (8 Squares top speed) Water Walking, Size 6 (+30 Soak= 40) 
  16 Cannon to a side, and 6 boarding cannons on each side.  Cargo: 16 Barrels.  Cost: 8000 Marks.  
   
  Cannons in Ship Scale Combat:  
  Cannon (ball), Range 30, x5 damage, Reload: 5 panels. Crew: 5. Size 2.   
  Grapeshot, Range 10, x4 damage, Reload 5 panels.  Crew 5.  Size 3.  
   
  Cannons in Personal Scale Combat: 
  Boarding Cannon, Range 200, x8 damage, Radius 1, Reload 1 minute. Crew: 1. A boarding cannon fires a very 
  small cannon ball. It is a size 0 weapon, and is for shooting enemy crew on the deck.   
   
  Sample Characters
  Sample Characters
  Sample Characters
  Sample Characters    
  Gillaume Batleruge, Argancian Marksman 
   
  Brawn 2 Agility 3 Mind 3 
  Expert Marksman 1pt 
  Bayonet Technique +1DM 1pt 
  Offhand Pistol 2pt 
  Quickdraw 1pt 
   
  Skills: Riding/Tricks, Stealth/Prowl, Athlete/Acrobatics, Military/Tactics, Outdoor/Tracking, Society/Fashion 
  Advantage: Patron: Don Diego. 
  Disadvantage: Pride 
  Possessions: Musket, Bayonet, 4 pistols, 30 balls & powder 
   
  Shamus MacDonough, Cladonian (Highlands) Swordsman 
   
  Brawn 3 Agility 2 Mind 2 
  Beat 1pt 
  Berserker Rage 2pts 
  Stunning Strike 1pt 
  Claymore Technique +1 to hit 1pt 
  Footwork 1pt 
  Leather Armor Familiarity 1pt 
  Reckless Might 1pt 
   
  Skills: Athlete/Climbing, Stealth/Hiding, Outdoor/Tracking, Humanities/Storytelling 
  Disadvantages Damaging Supernatural Weakness to Cold Iron, True Grit 
  Advantages: Fearless, Rivaskail (Apprentice) 
  Possessions: Claymore x3 to hit x6 dmg, Kilt, Shirt, Leather Armor 10 Soak.   
   
  
   
   
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  Don Francisco, Tristanian Noble & Mage 
   
  Brawn 2 Agility 2 Mind 3 
  Rank 2: Don (Lord) 2pts 
  Control Fire [Limitation: Casting] 1pt 
  Protection from Flame 1pt 
  Wrath of Flame [Limitation: Casting, Enhancement: Variable] 3pts 
   
  Skills: Perform/Dance, Stealth/Shadowing, Occultism/Channeling, Society/Savoir Fair, Streetwise/Gather 
  Information 
  Advantages: Magic, Contacts, Virtuous. 
  Disadvantages: Single College: Fire, Honor Bound, True Grit 
  Possessions: Ornamental Rapier x2 to hit, x3 Dmg (worth 100 Marks), Fine Clothes.   
   
  Sister Mona, Varnan Theodoric Priest 
  Brawn 2 Agility 2 Mind 4 
  Rank 1: Theodoric Priest 1pt 
  Renew Life x3 [Limitation: Casting, Enhancement: Usable on Others] 3pt 
  Charisma (x6 on all social rolls) 1pt 
   
  Skills: Riding/Control, Perform/Singing, Humanities/Religion, Domestic/Cooking, Physician/Herbalism, Society: 
  Rhetoric 
  Advantage: Die-Hard 
  Disadvantage: Duty: Theodoric Church 
  Possessions: Theodoric Sigil, Tome of the Liturgy, Vestments, Quarterstaff (x2 hit, x5 stun damage) 
   
  Renaldo Vincente, Thurillian Fencer 
  Brawn 3 Agility 3 Mind 1 
  Berserker Rage 2pts, Rapier Technique +1DM 1pt, Riposte 2pt, Xerion 2pts (sword).   
   
  Skills: Stealth/Palming & Planting, Athlete/Acrobatics, Riding/Control, Streetwise/Shortcuts 
  Advantage: Dannegianno (Apprentice) 
  Disadvantage: Pride 
  Possessions: Xerion Rapier (x3 to hit; x5 dmg+10) 
   
  Olli Igmarson, Nordican Explorer 
  Brawn 3 Agility 2 Mind 3 
  Paired Weapons 1pt, Bastard Sword Technique +1 to hit, Charisma 1pt, Keen Senses 1pt, Leather Armor 
  Familiarity 1pt 
   
  Skills: 
  Athlete/Climbing, 
  Stealth/Hiding, 
  Occultism/Cryptography, 
  Humanities/Foreign 
  Cultures, 
  Social 
  Science/Geography 
  Advantage: Falkinson: Novice, University of Konigskal (Humanities, Social Science), Patron: Professor Rikardson 
  Disadvantage: One Eye, Age (55), Overconfidence 
  Possessions: Bastard Sword x3 to hit, x5 damage one-handed x6 two-handed, Pistol x2-4 to hit, x5 damage, Knife 
  x2 to hit, x4 dmg, Leather Armor (10 Soak) 
   
  Vladomir Yurivich, Ruvian Noble Traveler 
  Brawn 3 Agility 3 Mind 1 
  Paired Weapons 1pt, Saber Technique +2 DM 2pts, Riposte 2pts, Rank: Political (lord) 2pts 
   
  Skills: Riding/Control, Perform/Dance, Athlete/Running, Humanities/Languages 
  Advantage: Nozhinitzi (Apprentice) 
  Disadvantage: Pride 
  Possessions: Two Sabers x3 to hit, x7 dmg, Fur-lined Coat, Necklace worth 100 Marks.   
  
   
   
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  Menaces and Monsters of 
  Menaces and Monsters of 
  Menaces and Monsters of 
  Menaces and Monsters of     En Garde!
  En Garde!
  En Garde!
  En Garde!    
  The BASH! Fantasy Edition book provided some encounters for this genre.  This is an expansion of it.   
   
  Argancian Royal Musketeers  DL19 
  B2 A3 M2 
  Rapier Technique- +1 DM (x4), Off-Hand Parry w/ 
  main gauche +1 Def (x4), Footwork 1pt 1EC, Feint 
  1pt, Weapon Lock 1pt, Expert Marksman 1pt, 
  Musket Technique +1DM (x6), Rank 2: Military. 
  Equipment: Rapier, Main Gauche, Musket, Pistol, 20 
  charges of powder and shot.  Doublet marked with 
  the royal colors (in the case of France, Blue with a 
  gold fleur d’lis).   
  Musketeers are the personal guards of King 
  Reynard XIV.  They are known for two things: their 
  unswerving loyalty and their reckless bravery.  No 
  musketeer has can ever be bribed or blackmailed 
  into betraying their sacred vow.   
  Skills: 
  Military+1/Command, 
  Riding/Control, 
  Athlete/Acrobatics, Stealth/Hiding 
  Advantage: The Cause: Protecting the King. When 
  directly acting for the cause, Musketeers get a +2 to 
  all die rolls before multiplying, including hit, damage, 
  etc.   
  Disadvantage: Duty: Protect the King at all costs. 
  100 Hits 
   
  Abeland’s Royal Marines  
  DL 11 
  B3 A2 M2 Ave Atk 21, Ave Def 14.  
  Armor Familiarity 2 (though most marines only wear 
  leather armor 10 Soak) 
  Armed with a Musket (x5 dmg) and a bayonet (x4 
  dmg, reach 2) and a saber.   
  1pt. Musket Technique +1 to hit 
  1pt. Bayonet Technique +1 to hit  
  2pt. Saber Technique +1 to hit +1 DM (x6 dmg) 
  The pride of the Abeland Navy, the Royal Marines 
  duty is to board and push back boarders for ships of 
  the fleet.  They also land to storm enemy holdings 
  on islands.   
  40 Hits 
   
  Bravo  DL17 
  B3 A3 M1 
  Armor Familiarity 1pt (Leather), Rapier Technique 
  +1 DM +1 to hit 2pts, Tagging 1pt, & choose one of the following: Cloak Defense, Off-Hand Parry, Break Weapon, 
  Disarm (all are 2pts),  
  Equipment: Rapier (x5Dmg, x4 to hit), Leather Armor (10 Soak), and either: Heavy Cloak, Main-Gauche, or 
  Parrying Dagger.   
  Bravos are usually bullies who go around instigating fights in order to get a chance to show off their skills with the 
  sword.  Because they focus on their flashiness as much as their prowess, Bravos tend to use unusual techniques 
  and equipment, like parrying daggers, fighting cloaks, etc.  Occasionally, Bravos may also be hired mercenaries or 
  gang-members.   
  100 Hits 
   
  The Creature DL 16 
  B4 A2 M2  Size 1 Creature 
  It greatly ignores injuries, Soak 15 
  
   
   
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  Unarmed Technique +1 to hit +1 DM 2pts 
  The Creature was the result of an experiment by a mad scientist in Varn who wanted to find a way to cheat death.  
  Using the parts from numerous corpses, he constructed a man, and using secrets best left alone, brought it to life.  
  The creature, bewildered and frightened by his existence fled his master.  Since then, it has become intelligent, but 
  resentful of humanity, and may attack if it feels threatened.   
  Disadvantage: Freak- the creature is hideous to gaze upon 
  Advantage: Blaze of Glory 
  100 Hits 
   
  Dhampir  DL 13 
  B3 A3 M2 
  Shapeshift into a bat or wolf 3EC 
  Healing x2 2EC 
  Disadvantage: Negating Supernatural Weakness to Sunlight.   
  The child of an unholy union between vampire and human, the Dhampir shares some of its vampiric parent’s 
  powers and weaknesses.  Some Dhampirs embrace their vampiric heritage, emulating their disdain for mortals, 
  while others favor their human side, even taking up arms against their undead family.  This description is for a 
  Dhampir with no specialized combat training or extra magical ability.  Feel free to add this yourself, increasing the 
  DL by 1 per point of powers you assign the dhampir.   
  100 Hits 
   
  Ghost Captain DL 22 
  B1 A3 M3 
  Ghost Form, energy cost reduced to 0, always on- not immune to attacks by silver weapons,  
  2pt Telekinesis, range 0, The Ghost captain often uses its Telekinesis to wield a rusty cutlass, which it looks like 
  he’s holding (x5 Dmg, x3 to hit).  An “unarmed” attack with the telekinesis would only do x2 dmg.  Energy cost 
  reduced to 0.   
  1pt Invisibility 
  1pt Water Walking 
  1pt Clinging 
  1pt Cutlass Technique +1DM 
  2pt Riposte 
  Weaknesses: Silver and Holy attacks do double damage 
  Standard Undead Immunities to mind control, poison, suffocation, starvation, etc.  
  100 Hits 
   
  Ghost Crew DL 12 
  B1 A2 M2  Ave Atk 21, Ave Def 14 
  Ghost Form, energy cost reduced to 0, always on- not immune to attacks by silver weapons,  
  2pt Telekinesis, range 0, The Ghost crew often use Telekinesis to wield a rusty cutlass for x4 dmg.).  An “unarmed” 
  attack with the telekinesis would only do x2 dmg.  Energy cost reduced to 0.   
  1pt Invisibility 
  1pt Water Walking 
  1pt Clinging 
  1pt Cutlass Technique +to hit 
  Weaknesses: Silver and Holy attacks do double damage 
  Standard Undead Immunities to mind control, poison, suffocation, starvation, etc.  
  40 Hits 
   
  Ghost Ship (Vehicle) 
  Brawn 4 Agility 2 Mind 1, Running 2pts (10 squares top speed), Water Walking, Size 5 (+25 Soak =35), carrying 8 
  Cannon to a side, and 2 boarding cannons on each side.   
  Ghost Cannons in Ship Scale Combat:  
  Cannon (ball), Range 30, x5 damage, Reload: 5 panels. Crew: 5. Size 2.   
  Grapeshot, Range 10, x4 damage, Reload 5 panels.  Crew 5.  Size 2.  
  Ghost Cannons in Personal Scale Combat: 
  Boarding Cannon, Range 200, x8 damage, Radius 1, Reload 1 minute. Crew: 1. A boarding cannon fires a very 
  small cannon ball. It is a size 0 weapon, and is for shooting enemy crew on the deck.   
  The dreaded ghost ship is only ever seen at night, seeming to come from the fog itself.  Unlike a regular vessel, the 
  ghost ship does not rely on wind to move, though its tattered sails always seem to be filled.  In nautical combat, the 
  
   
   
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  Ghost ship will usually fire a volley or two then move in to board, as the Ghost captain is always looking for more 
  recruits for his phantom crew. 
  100 Hits 
   
  Headless Horseman  DL 25 
  B4 A3 M2 
  Saber Technique 2pts, Riposte 2pts, Disarm 2pts, Stunning Strike 1pt, Feint 1pt, Quickdraw 1pt, Reckless Might 
  1pt, Armor Familiarity 2pts [Breastplate and Leather Armor] 30 Soak on location 4-6, 10 on location 1-3.   
  Advantages: Unliving; Fencing School: Gulliver (Master) 
  Disadvantages: Freak (No Head), Obsession with Beheading People 
  Said to be the angry spirit of an Abelish Cavalry officer who lost his head to an enemy cannonball, the Headless 
  Horseman prowls the highway at night looking for a new head.  No matter how many he takes, he never feels 
  satisfied, and is always looking for one more to add to his collection.  He rides on a Hellhorse (see following 
  description) and uses its running to add momentum to his sword strokes.   
  100 Hits 
   
  Hellhorse 
  DL 22 
  B4 A3 M1 Size 1 Creature 
   
  Hide soaks 15 damage like leather armor 3pt Running (18 squares) [Rider gains +1DM if attacking from a running 
  hellhorse], Fiery Breath Range 5, Radius 1, +2DM (x3 damage) 4EC. 
  Black as midnight, snorting flames and smoke, the Hellhorse is often companion to various forms of undead riders.  
  100 Hits 
   
  Highwayman  DL17 
  B2 A3 M2 
  Off-hand Pistol 2pts, Quickdraw 1pt, Charisma 1pt. 
  Equipment: Four Pistols (x4 Dmg), Saber (x4 Dmg), Horse 
  Skills: Riding+1/Galloping, Stealth/Hiding, Deception+1/Manipulation 
  Advantage: Blaze of Glory 
  Disadvantage: Outlaw 
  A romantic fugitive from justice, the Highwayman is clad in black and hides behind a mask.  He often rides onto the 
  highway at night, holding up carriages at pistol point, stealing old men’s purses and young women’s kisses.   
  100 Hits 
   
  Kraken  
  DL33 
  A Kraken is an enormous squid that likes to attack passing ships and eat the crew.  It is so big, that its listing here 
  has been divided into two entries: the Kraken’s body, and its tentacles (there are 13 of them).  The creature usually 
  uses its tentacles to grab food and put it into its beak.   
  Brawn 5  Agility 3  Mind 2   Size 3 creature!   
  Bite x7 dmg (+15 to result from size) x3 to hit (-9 to result from size), Berserker Rage (2 bites per page) 2EC, 
  Tough hide 25 soak including size bonus, Super Swimming (15 squares) 2EC, Immunity: Drowning 
  Advantage: Fearless 
  100 Hits 
  Tentacles 
  Brawn 4   Agility 2  Mind 1 
  Swat x4 Dmg Reach 5 
  Grab- instead of damage, it must beat the target in a Brawn contest.  If it succeeds, next page it can feed the target 
  to the mouth.  Victim can attempt to break free once per page by a Brawn contest or by killing the tentacle.  
  Attacking the kraken body is also possible, but will only result in the target being dropped if the kraken is wounded.   
  Tough Hide 10 Soak 
  40 Hits.   
   
  Maroon 
  DL3 
  Brawn 3 Agility 2 Mind 1  
  Ave Attack 14 Ave Defense 14 
  Musket does x4 Dmg 
  Machete does x5 Dmg 
  30 Hits 
   
  
   
   
  30
  30
  30
  30 
  Marksman  
  DL8 
  B1 A3 M3 
  Ave Atk 35, Ave Def 21 
  Musket Technique +2 to hit, Expert Marksman 1pt, Attack Weak Point 2pts 
  Equipment: Musket x6Dmg, Bayonet x2 Dmg Reach 2 
  Skills: Stealth+1/Hide, Athlete/Climb, Deception/Disguise, Technology/Repair, Outdoor/Tracking 
  These are specially trained soldiers who have one sole purpose- to snipe and kill enemy officers.  They usually 
  work alone or in pairs, and can lie in wait for hours for the perfect shot.   
  20 Hits 
   
  Mermaid  
  DL9 
  Brawn 2 Agility 2 Mind 3  
  Ave Atk 14, Ave Def 14 
  Super Swimming 3pts (8 squares);  
  Suggestion (“Come join us”) 1pt 
  Immunity: Drowning 1pt.  
  Claws +1DM (x2) 0EC 
  30 Hits 
   
  Natives  
  DL 5 
  Brawn 2 Agiliity 2 Mind 2  
  21 Ave Attack Ave Defense 14 
  Bow Technique +1 to hit, Spear Technique +1 to hit 
  Bow does x4 Dmg Spear does x3 Dmg 
  30 Hits 
   
  Noble Duelist DL19 
  B2 A2 M3 
  Rank 3: Politics, Rapier Technique +1 to hit +1DM, Disarm 2pts, Charisma 1pt,  
  Skills: Society/Fashion, Perform/Dance, Humanities/Art, Ride/Jumping, Social Science/History 
  Equipment: Rapier x4 dmg,  
  Advantage: Contacts 
  Disadvantage: Pride or Honor Bound 
  Nobles are the people who rule the land by birthright, and spend a great deal of their time either at leisure or at 
  court.  Some of their favorite activities include swordplay, hunting, reading, and gossiping.  Nobles do not work and 
  it is considered vulgar for them to attempt to make money in any way other than collecting rent on their lands.  
  Nobles cannot stand to be insulted, and often will challenge someone to a duel for even a minor slight.   
  100 Hits 
   
  Pirate   
  DL7 
  B2 A2 M1  
  Ave Atk 21 Cutlass 14 Pistol, Ave Def 14 
  Cutlass Technique- +1 to hit, Offhand Pistol 2pts 2EC, Reckless Might* 1pt, Pistol Technique +1DM 
  Equipment: Cutlass x4/x5* Dmg, Pistol x4Dmg,  
  Skills: Sailing/Gunner, Athlete+1/Climbing,  
  30 Hits/20Hits* 
   
  Pirate Captain  DL23 
  B3 A3 M2  
   
  Cutlass Technique- +1 to hit, +1DM, Offhand Pistol 2pts 2EC, Reckless Might* 1pt, Pistol Technique +2DM, 
  Footwork 1pt 1EC, Armor Familiarity: Leather 1pt, Rank 2: Criminal 
  Equipment: Cutlass x6/x7* Dmg, Pistol x6 Dmg, Leather Armor 10 Soak,  
  Skills: Sailing/Tacking, Athlete/Climbing, Deception/Lying, Stealth/Palming & Planting, Craft/Carpentry 
  Advantage: Contacts 
  Disadvantage: Outlaw 
  100 Hits 
   
  Pugilist  
  DL17 
  B4 A3 M1 
  Bare-Hand Boxing Technique +2DM (x6/x7* Stun), Footwork 1pt 1EC, Paired Weapon Fighting (fists) 1pt 1EC, 
  Reckless Might* 1pt 1EC, Boxing 3pts [Conditioning 15 Soak stun damage; Jab, Counterpunch, Uppercut] 
  Advantage: Blaze of Glory 
  Disadvantage: Pride 
  100 Hits 
  
   
   
  31
  31
  31
  31 
   
  Sea Hag 
  DL 29 
  B2 A3 M3 
  Immunity: Drowning & Pressure, Control Water 1EC, Form of Mist 2EC, Drowning Gaze [Range 5 x3 Continual 
  Damage] 3EC, Swim as the Dolphin (6 squares) 1EC, Water Binding 3EC, Dark Visions 1EC, Dark Regeneration 
  x3 Healing (self only) 2EC, Shadow Images (4pts) 3EC.   
  Said to be immortal, the Sea Hags are witches who live on craggy isles and beneath the waves.  Some especially 
  brave or foolish have gone to them to have their fortunes told… but for this the hags charge a terrible price.  More 
  often than not, those who go to a hag’s domain never return.   
  100 Hits 
   
  Sea Serpent 
  DL 28 
  B4 A4 M4 
  Size 3 
  Tough Hide acts like chainmail (35 Soak), Steam Breath [Range 5 Radius 2] x4 Dmg 3EC, Super Swimming (20 
  Squares) 4EC, Bite x6 Dmg 
  100 Hits 
   
  Soldier  
  DL 4 
  B2 A2 M2  
  Ave. Atk 14 Ave Def 14 
  Armor Familiarity 2 (though most armies only issue leather at most) 
  Armed with a Musket (x5 dmg) and a bayonet (x3 dmg, reach 2).   
  20 Hits 
   
  Shark  
  DL8/9 
  B3 A4 M1 
  Size 0/1 
  Tough Skin 10/15 Soak 
  Super Swimming 4pts (15 squares) 
  Immunity: Drowning 
  Bite: x5 dmg 
  50 Hits 
   
  Voodoo Zombie 
   
  B3 A2 M1 
  Ave Atk 14  Ave Def 14 
  Claws +1DM (x4 dmg) 
  Paired Weapons (claws) 1pt 
  Bite +2DM (x5 dmg)  
  Supernatural Negating Weakness to Salt 
  Standard undead immunities to mind control, poison, suffocation, etc.  
  These zombies are raised through voodoo magic, and are used by their creators as laborers or as guards.  They 
  are much stronger and more capable than zombies created through the Shadow college.    
  30 Hits 
   
  Whale  
  DL 17/18/19 
  B5 A2 M1  
  Size 2/3/4 
  Tough Hide like leather 20/25/30 Soak 
  Super Swimming 2pt (15 Squares) 
  Killer and Sperm whales have teeth.  They can do a x7 dmg bite attack.  Orca (Killer Whales) are size 2, and 
  Sperm Whales are size 3.   
  Value: A whale’s blubber, oil, and bones are valuable.  The value is about 100/200/400/800 Marks based on the 
  size.   
  100 Hits 
  
SOURCE: textdata/thevault/Basic Action Super Heroes (BASH)/Basic Action Super Heroes Fantasy Edition Island of the Forgotten Tomb.pdf