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Lords of Salt and Sky

This document provides prices and details for additional gear, transportation, lighting sources, clothing, weapons, armor, and hired help that mice lords can purchase for adventures on the coast. It also lists coastal hex types that can be encountered, including shoreline, ocean, marsh, and human towns, as well as random landmarks and mouse settlements for each hex type. Coastal locations, factions, pirates, crabs, and new rat gangs are briefly described.
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0% found this document useful (0 votes)
85 views

Lords of Salt and Sky

This document provides prices and details for additional gear, transportation, lighting sources, clothing, weapons, armor, and hired help that mice lords can purchase for adventures on the coast. It also lists coastal hex types that can be encountered, including shoreline, ocean, marsh, and human towns, as well as random landmarks and mouse settlements for each hex type. Coastal locations, factions, pirates, crabs, and new rat gangs are briefly described.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mausritter- Lords of Salt and Sky.

Additional Gear and prices


Tools, Mouse made Transport Hire Light sources
Set of Marked Prices are per mouse per hex Glow water jar 20p
cards 5p Mouse Dingy 25p Glow stick
Driftwood staff 10p Sailing ship* 50p (has 6 usage dots) 100p
Seaglass Dolphin ride* 200p
Clothing
dinnerware 20p Albatross†* 700p
Waterproof Work boots
Goose† 500p
Tarp, 6" square 30p & Gloves 25p
*Ocean tiles only
Mortar and Diving suit 600p
†To new Hexmap/region Armored
Pestle 150p instead of hex
Astrolabe 300p Diving suit 1,000p

Tools, Human made Weapons and Armor Hired Help


Allen key 40p Shell armor, Prices are per day, not
Bobber 25p Light 75p including food, supplies,
Braided nylon Shell Armor, shelter, etc
mesh 100p Heavy 250p Fishermouse 6p
Cable Tie wrap 20p Shield 50p Sailor, deckmouse 10p
Compass 200p Spear, Navigator 20p
Cork Float 15p Fishbone 25p Doctor 25p
Electrical tape, roll 50p Mercenary, Rat 30p
Guide ring, rod 30p
Lead Sinker 25p
Monofilament line,
spool 60p
Navigation chart 60p
Reel 200p
Signal/Airhorn 400p
Hairpin 25p
Super-Glue 500p
Coastal Hex type
d6 Type
1-3 Shoreline 5 Marsh
4 Ocean 6 Human town
If OCEAN is rolled as hex type, there is a 1-in-6 chance this hex contains an ISLAND.

Landmarks
D20 Shoreline Ocean Marsh Human town
1 Tidal Pools Channel Buoy Rotting Log Lighthouse
2 Storm wracked Tree Large Sandbar Grassy hill Docks
3 Shipwreck Rocky Islet Lonely Apple tree Lobster trap
stack
4 Crab graveyard Forested Island River Estuary Scuttled Ship
5 Waterspout Seal King’s Island Copse of birches Moored Barge
6 Sea cave Sea witch’s abode Forgotten barrels Storage Silo
7 Granite cliff Oil-rig Overgrown cottage Cargo Crane
8 Limestone bluff Shipwreck, sunken Lilly pond Cargo container
9 Sand-dune Kelp Forest Storm tossed Fisherman’s
wreckage shack
10 Natural Arch Shallow Reef Sunken human Pipeline
excavator
11 Sea Stack Perpetual fog Stone bridge
12 Driftwood log pile Underwater Fae Fallen Pine trees Under-Piers
court
13 Hidden Cove Lighthouse isle Dense thicket Forgotten Dingy
14 Lagoon Beacon Post Swamp rose bush Breakwater
15 Soft Sand Beach Offshore Windmill Field of cordgrass Storm Drain
16 Massive boulder Garbage Gyre Slithering Canal Abandoned
Trailer
17 Sea-Bird nests Human Fish Farm Bird house Beach house
18 Whale Skeleton Moored Cargo Otter Den Amusement park
ship
19 Shoreline path Ferry route Crab Burrows Coastal road
20 Crumbling human Dolphin playground Boardwalk Sea-side hotel
ruin
Coastal Mouse settlements
D20 Notable feature

1 Sandcastle hardened with glue

2 A shop full of sea-worn oddities

3 Hidden submersible dock

4 Albatross landing strip

5 Smuggler’s cave

6 Human diving helm, used as a noblemouse house

7 Unsettling statue of a Squid/man hybrid

8 Shrimp farm

9 Water still made of plastic bottles

10 Crab pot Shanties

11 A Massive Anchor

12 Temple made from Carved Driftwood

13 Steam pipe exhaust port, warm year-round

14 A Salty Tavern with tough customers

15 A mouse made lighthouse

16 Canals instead of streets

17 House-Boats, Homes float on water

18 Is actually a mobile caravan, it moves with the seasons

19 It is In the branches of a tree

20 Cottages made from cat-tail fibers and fluff insulation


COASTLINE LOCATIONS
• Fortinhay Harbour
• Ruckland
o Coastal plains region.
o Lots of grape and cranberry farms.
o Many small villages, no central town.
o Prone to raids.
• Valtham
• Durkheim

COASTLINE FACTIONS
Knights of Canig: tin can knights The Latehour Society: intellectual
• Hold and operate an old canning factory. artifact collectors
• Use tin cans as armor and their lids as • Exclusive, privileged club.
shields/weapons. • Have a lot of pull with the upper classes.
• Armor is coveted and rarely given outside the • Educated scholars and noblemice.
order. • Often look down upon the poors.
• Insular and extremely religious to Saint • Defy the Nameless.
Cambel. Watchwolves: professional masked
Marrow-Gnawer: mercenaries
• Lich-ified viper necromancer. • Always wear masks to conceal their identity.
• Opposes the Night Communion. • Hold a code of professionalism.
• Casts spells from runes embedded in • Are forbidden from having any relationship,
fangs, held together only by magic. romantic or otherwise.
• Seeks the vast power of the Death rune • Coveted as master sword-mice.
itself. • Magic users are distrusted.
• Intellectual, enjoys riddles, dismissive of all
life.
• Will never renege on his word.
Night Communion: devoted bat cult
• Seek to summon She Who Lurks Within
The Caves.
• Secretive cult that have infiltrated nearby
villages.
• Use shadow magic and darkbeasts.
• Have an active death warrant for Marrow-
Gnawer.
• Unknowingly competing with the
Nameless.
MAJOR PIRATE FACTIONS
Northbeasts: longship raiders who mind-control terrestrial carnivores to use in their raids. 12 STR
Armor 1. Attacks: d8 war axe, d6 stickbow.

Shore Runners: stealthy plunderers who prefer to use silent boats. 12 DEX. Attacks: d6 slipknife, d4
throwing spikes

The Nameless: Cultist pirates who resurrect corpses into diving-suit-covered Sinkrats. Always have a
necromancer on board. Use a dead turtle as a ship. Attacks: d6 rusted saber.

Fortinhay Freebooters: treasure hunters who are amoral to the core. They'd rather trade than
fight. 6 HP, Armor 1, STR 12. Attacks: d10 grindsword, d6 twigbow.

Brinewater Buccaneers: bigger guns, more powder! Have a Great Cannon attached to their ship.
4 HP. Attacks: d8 hand cannon.

Reefrunners: Not your average bunch of Lilliputian pirates. These scallywags are noted to be
mutated scavengers and artificers, scouring the depths for sunken ships and the treasures within. Resources:
A hardy brig, outfitted with an array of rare 22-pounder guns. The crew have gills to breathe underwater.
Goals: Upgrade the ship, more guns is more plunder, lads! Find the Drowned Altar to make communion
with the Gillfather.

Crab
10hp, STR 12, DEX 9, WIL 9, Armor 2
Attacks: d6 claw, d6 claw
Critical Damage: Restrained, d4 STR damage
per round until rescued/escape. Claw cannot
attack another target.
Wants: Food, and shelter...
Other Types of Crabs
1. Hermit Crab- Lives in a shell, prefers not
to be bothered. 1d4 claw, Armor 3, WIL
6
2. Spider crab- Somehow can spin a web.
DEX 15, Critical damage: Carry away in
New Rat Gangs web
1. Wave-rippers- Expert surfers/navigators and 3. Spy Crab- Gentleme- I mean Mice?
laid back/kinder than other rat gangs; Capable of speech, French accent. Turn
Tubular my dudes/dudettes, (+2 reaction invisible until next attack as action
roll) 4. Giant Crab- It’s a Giant enemy crab!
2. Bilge-Rats- Scavengers, black marketeers, 15hp, STR 16, d8 claws Treat as War-
and slavers; They will sell anything to the band scale enemy
highest bidder. 5. Rock Crab- Big and brutish. 12hp, STR
3. Sea-Wolves- Tough, experienced raiders 14, Critical damage: Inflict Bleed
lead by Jarl Graymane 6hp, WIL 12 condition
4. Jury riggers- Mad scientists; have all sorts 6. Fight crab- Who gave it a knife?! 1d10
of strange human tech/diving equipment knife, 1d6 claw, WIL 12
they use.
5. Rangatira Pāpaka - Maori like culture and
weapons; Have tamed Crabs and can
perform The Haka
6. Angler-rats- Take delight in hunting sea-
creatures for sport. DEX 10, Heavy
harpoon d10 damage or Throwing spear
1d6
Horseshoe Crab Sage
14hp, STR 13, DEX 9, WIL 16, Armor 2
Attacks: 1d6 Ram or 1d4 ineffectual clawing if
prone.
Knows Be understood, innately and have two
other spells on their person from the spells
list.
Wants to find pawns for a now cold
primordial war.
Jellyfish
Xiphosura Sages 2hp, STR 6, DEX 6, WIL – (Brainless)
1. Diotima- Able to manipulate the Attacks: d6 poison sting (damages DEX
emotions of love and desire like a instead of STR)
violinist with their bow. Critical damage: Venom takes effect, d10
2. Apollonius- Can see into the distant past damage to STR
with their gaze, and many events of the Immobile out of water, melee attackers or
present. those who touch it barepaw must save vs luck
3. Aeolus- Mother nature herself appears or receive a poison sting attack.
allied with them; storms speak their name Wants to float and devour.
in thunder.
Wonderous Jellyfish
4. Heraclitus- Their mastery of fire is to be
noted well and from a distance. 1. Moon Jelly- Shimmers like the moon,
5. Pythagoras- Their mathematical equations DEX 8
are inevitable and foretell the future. 2. Lion’s mane- Dark red tentacles, d8
6. Semiramis- Has many ‘lovers’ brought poison sting, Critical damage: Inflict
back from the dead, each heed their call Berserk status
alone. 3. Sailing Jelly- Has a sail, Moves 2x speed
4. Man’O’War- Stay away from this beast,
hp10, STR 10, Critical damage: Paralyze
Condition and 1d12 STR damage.
5. Grape Jelly- Tastes delicious if you
remove the stingers.
6. Glowing Jelly- Treat as Torch if put in a
jar.
Cephalopod Star-Crawler
6hp, STR 10, DEX 10, WIL 10 hp5, STR 15, DEX 5, WIL 10
Attacks: Tentacle (Grapple) 1d4, Beak 1d8 Attacks: Slam 1d4, Stomach sack 1d8
Moves 2x speed underwater, flops half speed (If target prone)
above water, Ink cloud 1/watch as Darkness Wants To crawl, pry open things
Spell. and Eat them
Wants to observe, and to plan unknowable
schemes. Types of Star-fish
Clever Cephalopods 1. Crown of thorns- Regal a king of the
seafloor,, Melee attackers take 1 damage,
1. Octopus- Brute strength and cunning
WIL 15
intellect, Move regular speed above water,
2. Shooting star- 1d6 spark bolt ranged
STR 18
attack
2. Squid- Eyes to see in the deepest dark,
3. Brittle Star- Fragile, but quick, Moves
and darting movements, Move 3x speed
normal speed, hp1, DEX 15
in water, Dex 18, can see in darkness.
4. Super star- Has a cape/blue red
3. Nautilus- Ancient survivors of a
coloration, Flies normal speed, Slam 1d8.
primordial war, Immobile out of water,
5. Fractal star- Splits into two more Star
WIL 16, has one random spell known
crawlers when damaged critically once.
innately, Armor 2.
6. Rock star- Made out of animated stone,
4. Cuttlefish- Hypnotic patterns ripple across
+1 Armor, hp10.
its skin, Special: Hypnotize, Creatures
that look at the cuttlefish must make a Northern Weasel
WIL save or be paralyzed. Warband scale.
5. Vampire squid- True ancient horrors that 12 hp, 15 STR, 15 DEX, WIL 10
hide in dark places. Attacks: Spiked Attacks: d8 claws, d6 bite.
tentacle 1d6, Special: Heals one point of
HP for each successful attack. 12hp.
Necromancer
4 hp, 8 STR, 10 DEX, 12 WIL
11Str, 12Dex
Attacks: Cultist knife (d6)
6. Mimic- Able to completely mimic the
Spells: Resurrect Dead, Bilge Rot
looks and mannerisms of another creature
or object its size. Special: Copy- Can Sinkrat
resemble any other non warband creature 8 hp, 15 STR, 8 DEX, 8 WIL, Armor 2
it has seen or non-ship sized objects. Attacks: Hookarm (d10), speargun (d6)
Rises again unless the head is obliterated.
Sea Birds

Lords of SKy
1. Gull- dangerous for mice, equivalent to
wyverns.
2. Puffin- Nicer to mice, can swim/fly
equally well.
3. Frigate bird- Territorial, but don't bother
mice otherwise
4. Albatross (Warband scale)- signed
compacts with mouse communities, get
food in exchange for long range transport
of goods/mice
5. Comorrant- Compete with fisher-mice,
expert divers, will occasionally come into
conflict with sea-mice communities for
food.
6. Sea duck- Pacifists, potential allies to find
on the sea.
Pirate Generator
They are They
d8 the... Their vessel is... act... They seek... Because they....
are cursed in some way or
1 River Runners a barely-functional derelict. Impetuously. a lost magical tablet. fashion.
waterlogged and needing were left for dead, recovering
2 Gagron's Galleons repairs. Boorishly. a treasure of legend. recently.
a great oceanic are mindless undead, following
3 South Sea Saltdogs a heavily-armed galleon. Apprehensively. creature. orders.

4 Riptide Reavers a fish-hunting vessel. Underhandedly. an uncharted island. were tasked by a powerful beast.
are being manipulated into their
5 Black Spots a repurposed fishing trawler. Mysteriously. a way back home. behavior.
the score of a found a treasure map leading
6 Ruckland Raiders part ship, part cathedral. Decisively. lifetime. them along.
Scurvy Strait a prison ship, transporting a powerful recently found an ancient artifact
7 Terrors captures. Cautiously. necromancer. in a raid.
a ghost ship, fading into the revenge against have been driven insane by some
8 Darkwater Brigands mists. Aggressively. another. power.

Necromancer Generator
They They They hold allegiance
d8 Species favor... act... to... Because they...
1 Mouse Skeletons Rashly. a band of pirates. owe a blood debt to a powerful creature.
seek out fame, fortune, and/or vast
2 Rat Walking Corpses Cowardly. Marrow-Gnawer. power.

3 Shrew Blood Elementals Timidly. the Latehour Society. were cast out from their home village

4 Mole Amalgamations Ambitiously. the leader of a town or village. descend from an influential bloodline.

5 Hedgehog Stitchcrafts Sadistically. the Night's Communion. are woefully inept at everything else.
received a doomed vision in their
6 Jerboa Darkbeasts Reasonably. an intelligent, powerful beast. dreams.

magical study and the power it


7 Chipmunk Dredgewights Efficiently. holds were born upon a moonless dusk.
wish only to see the destruction of the
8 Hamster Revenants Cleverly. themselves (and only themselves!). world.
APPENDIX: cast of Characters
The Strange and Magical
Bionis Drom
Species: Living spell Stats: 20hp, STR 20, DEX 4, WIL 8, Armor 3
Stats: NA, Carried as an item Attacks: d8 fist
Attacks: Target object becomes creature with [Sum] hp, Special: Immune to non magical/non-silver damage, four extra
1d6+[DICE] attack and [SUM] stats. inventory slots, can harm Warband entities.
Special: Living spell, speaks to its wielder, blooms plant life in Description: A small lumpy humanoid clay figure with holes for
its wake eyes and strange symbols that burn with an inner light.
Description: Made from a small chunk of Shungite, with Wants: A purpose in life
intricate runes carved in it. Quote: “WORDS IN THE HEART CANNOT BE
Wants: To Sow, to breathe life into things. TAKEN.”
Quote: “Life is meant to be difficult; it’s supposed to be Assets: Phenomenal strength, singlemindedness, patience.
earned not gifted.”
Assets: It’s own phenomenal magic power Lords, Ladies, and nobles
Thanatal Lord Cameron Ashcroft
Stats: NA, Carried as an item Stats: 9hp, STR 10, DEX 10, WIL 11, Armor 1
Attacks: Target creature instantly dies if hp is less than [SUM] Attacks: d6/d8 sword
dice. Special: Lead warbands have advantage on morale checks
Special: Living spell, speaks to its wielder, wilts plant life in its Description: A noblemouse wearing fine armor and geared for
wake. war.
Description: Made from a small chunk of Jade, with intricate Wants: The land that is his by right, allies or mercenaries.
runes carved in it. Quote: “No one is a total fool if he knows when to hold his
Wants: To Reap, to bring peace to those in pain. tongue”
Quote: “WHAT CAN THE HARVEST HOPE FOR IF Assets: 1d4 warbands of conscripts, a fortress, 1d6 mouse-
NOT THE CARE OF THE REAPER MAN?” knights
Assets: It’s own phenomenal magic power
Lady Beatrice Morninglory
Zephyr Flickermint Stats: 3hp, STR 8, DEX 10, WIL 12
Stats: 8hp, STR 12, DEX 13, WIL 15, Armor 1 Attacks: 1d6 poisoned dagger
Attacks: d6/d8 galvanized nail Special: Critical damage: poison takes effect, d12 damage to
Special: Can disguise self as any mouse, knows one spell STR
Description: A faerie with stumps where his wings used to be, Description: A noblemouse wearing fine petticoat and dress.
short-cut dark-green hair and a cuirass made from ironwood. Wants: Power over others by right, wit, charm or blackmail.
Wants: To stop the Faerie queen out of spite and remorse Quote: “Blackmail is one of the great pass-times of family life”
Quote: “The difference between me and you, are that your Assets: 2d4 noblemice indebted to her, 2d6 servants, courtly
wings are hidden in your heart.” intrigue
Assets: His wits, a steel blade, your brawn, and a wheelbarrow
Greater adversaries
Megara the Fury AKA The Lich
Stats: 22hp, STR 16, DEX 18, WIL 14, Armor 2 Stats: 15hp, STR 10, DEX 10, WIL 20
Attacks: d8 paw swipe, d10 bite Attacks:2x 1d6 necrotic touch or 3x 1d3 magic missiles
Special: moves 3x movement speed, Grit 3, Warband scale Critical damage: Wil save or unable to move or act for turn.
Description: A blood red vixen with ash black paws, scarred by Special: Immortal; reassembles even from nothing in 3d6 days
mouse-spears across her form, and a milk white right eye. within his secret laboratory. Typical Undead immunities. Has
Wants: Vengeance for the loss of her brood and her eye. 1d3 random spells.
Quote: “I will not stop until this kingdom is in ruins.” Description: The skeletal remains of an ancient mouse clad in
Assets: A map faction she has cowed into submission. tattered robes; points of green light burn in its hollow eye-
sockets while a crown of antler like horns rise from its head.
Jarl Graymane Wants: To bring the end of all living things…
Stats: 16hp, STR 16, DEX 12, WIL 15 Quote: “You are strong child, but I am beyond strength”
Attacks: x2 1d6/1d8 wolf-tooth axe Assets: 2d4 Knochenwandler warbands, 1d6 dread rat
Critical damage: Jarl Graymane’s next attack is enhanced abominations, secret laboratory in long lost ruins.
Special: Grit 2, Shield: Sacrifice shield to reduce damage by
1d12 once. Furcht the Conqueror
Description: An ancient Norway-rat, scarred by battle, gray-white Stats: 13hp, STR 14, DEX 14, WIL 14, Armor 1
in fur, but still sharp in wit and fast in action. Attacks: 1d8 bite, 1d8 rapier or 1d8 bow
Wants: Good food, treasure, drink, and a worthy foe Special: Move 2x speed, Grit 1, warbands have +1 armor
Quote: “I Fear not death, for the hour of one’s doom is set, Description: A stoat clad in bird feathers and armor made
and none may escape it.” from bones/mice leather.
Assets: 2d4 rat warbands and a longship for each, Driftwood Wants: Conquest and slaves or tribute
longhouse, 1d6 sons/daughters of great martial skill Quote: “Opportunities multiply as they are seized”
Assets: 1d6 warbands of Stoat marauders, 2d4 war wagons,
Ashmodai Moving Tent encampment
Stats: 15hp, STR 13, DEX 13, WIL 13, Armor 3
Attacks: d8 bite, d6 lash of fire Kochbrech
Critical damage: Swallow whole, d6 STR Stats: 15hp, STR 14, DEX 16, WIL 13, Armor 1
Special: Immune to fire and electricity, d6 damage to all Attacks: 1d10 Talons, 1d8 Beak
nearby creatures/objects, Warband scale Critical damage: Carry away in talons
Description: A massive obsidian scaled snake with traceries of Special: Fly 3x movement speed, Grit 1, Warband Scale
fire crossing its surface like hot charcoals. Description: A hawk of majesty and size, his wicked talons are
Wants To burn everything flammable to ash… kept gleaming sharp by expendable servants. His feathers are of
Quote: “I am fire… I am the final flame… All shall burn… and a bronze color, and his eyes are flecked with gold.
tremble at my name.” Wants: To hunt worthy prey and slaves for his nest.
Assets: 2d4 Firefly swarms, 1d6 Pyroclastic ghosts. Quote: “He who makes himself a dove, gets eaten by me”
Assets: 1d6 pigeon scouts he has cowed into submission, 2d6
mouse-slaves.
Giftrücken Lilly Darkmoor
Stats: 14hp, STR 13, DEX 13, WIL 10, Armor 1 Stats: 9hp, STR 11, DEX 13, WIL 16
Attacks: 1d10 snake-fang spear, 1d6 bite Attacks: 1d6 ominous obsidian dagger, posses Moorläufer
Critical Damage: Deal d6 additional damage to Dex Critical Damage: WIL save or turn into Moorläufer
Special: See in the dark, Leap up to movement speed, Grit 1 Special: Immune to non-magical or non-silvered weapons, has
Description: A toad warrior of significant bulk wielding a spear 1d4 random spells. Can innately control Moorläufer
and coated in war-paint, and a bellowing voice. Description: A beautiful mouse with raven dark fur, and wearing
Wants: To reclaim ancestral breeding grounds that are currently a long form fitting coat and hood.
the biggest mouse settlement on the map Wants: To gather forbidden secrets and power.
Quote: “This place is sacred; you defile it and our ancestors” Quote: “‘Revenge?’, Returning the favor sounds much nicer.”
Assets: 2d4 Toad warrior warbands, 1d6 trained war-snakes, Assets: 2d4 Moorläufer warbands, 1d6 bewitched frog-knights-
Root-hollow warren. errant, hidden swamp lair.
SHIP MECHANICS
Ship stats:
Warband-scale
STR: Hull strength
DEX: Speed
WIL: Crew (use Crew's WIL)
• Ships require a crew of beasts to use it. Crew share the same rules as a warband and are armed (and
paid) accordingly.
• Undead crew automatically succeed on WIL saves for morale while a necromancer is present. If the
necromancer who controls them is unconscious or dead, the undead crew loses d6 STR per round as
their magic saps away.
• Cannons use gunpowder, which can be found inside scavenged bullets. A box of bullets is enough
gunpowder for a bundle. After ship combat, roll a d6. On a 4,5, or 6, mark usage on a bundle of
gunpowder. Great Cannons (d10) are fort-level weapons and use live shotgun shells for ammo.

AMMO TYPES
d6 Ammo Effect
1 Chain Shot deals DEX damage instead of STR
2 Screaming Skulls damages crew WIL instead of ship STR
3 Incendiary places a Fire tile on a random deck section.
4 Bilge Shot places a Water tile on a random hold section.
5 Smoke Shot No damage, but covers the ship in mist.
6 Blessed Shot Adv. on damage if used against undead.

Ship Examples

The Incessant Maniskoga Veknir


12hp, 12 STR, 10 DEX, 12 WIL 8hp, 12 STR, 15 DEX, 12 WIL
Attacks: d8 cannons, d6 mortars Attacks: d6 ballista, d8 Great Spear
Crew: experienced vole mariners from Valtham. Crew: experienced northern rat raiders from
Cargo: Two bundles of cinnamon and a bundle of Durkheim
vintage mead. Cargo: Caged Northern Weasel, under captain's
control.
New spells
Roll on this table of spells as loot or use these spells as examples for creating your own.
2d8 Spell Effect Recharge
2 Chain Shoot an electrical arc up to 12”. Deal (Sum) Have the spell struck by
Lightning damage to (Dice)+1 targets within 12”. natural lightning.
3 Fortify Gain [Sum] hp for [dice] turns. Fast for three days while
carrying the stone.
4 Necrotize Touch target, Deal [Dice] damage each round Place within the corpse of a
flesh for [Sum]-1 rounds. warband or greater sized
creature, let set for three
nights.
5 Charm Change disposition of [Dice] creatures to Fall in love, and have your
Helpful for [Sum]-1 Turns. heart broken while carrying
the spell.
6 Gravity Create [Sum] x2” diameter sphere that Bury under a pile of metal
surge doubles movement costs and prevents flying the same height as the
for [Dice] Turns. diameter of the last cast for
three days.
7 Regain Remove Mad or Berserk condition status from Listen to the troubles of
senses [Dice]+ 1 creatures. other creatures and offer
advice for three days.
8 Sense See into the minds of [Dice] creatures and Speak your mind and every
thoughts know their surface thoughts, revealing any thought aloud for three
wants, as well as their current disposition. days and nights while
carrying the spell.
9 Wall of Strong wind surrounds you out to [Sum] Place in a windy location
wind inches and lasts for [Dice] turns. All ranged on a precarious perch and
attacks made within or through the wind wall then wait for it to be
are impaired, and enemies move at half speed. blown off.
10 Float [DICE]x2 Creatures fall gently to the ground Sink the spell into water
below like leaves in the wind. Alternatively, can twice as deep as the
allow [Dice]x2 creatures to remain Buoyant in previous [SUM] in inches
water for [SUM] Turns, keeping them at the for three days, and then
surface. retrieve by hand.
11 Enhance Target creature has an attribute of the caster’s With the spell on your
choice increased by [DICE]x2 for [SUM] person, perform a regimen
rounds. of physical and mental
exercises, each day for three
days.
12 Entangle [Dice] Targets in 12” must make DEX save Leave the spell in a thicket
or be Restrained for [SUM] Rounds. of vines or thorn brambles,
let set until overgrown.
13 Stone Skin Increases the Armor of the wielder by [Dice] Encase the spell in stone or
but reduces their movement by half for sand for three nights.
[SUM] rounds.
14 False Creates an illusory patch of terrain [SUM] x6 Hide in a sculpture made
Terrain Inches cubed that lasts for [DICE] turns. This by your hands of clay, sand
can be used to make it look like there is a or leaves for three days and
bridge over a pit, a yawning abyss where there nights.
is solid ground, or a heavy growth of thorns
that obscures vision.
15 Scry Summons an invisible eye that lasts for [Dice] While carrying this spell,
rounds and can be placed anywhere you can intentionally give yourself
see within [Sum] Inches. You can move the the ‘Blinded’ condition for
eye up, down, forward, back, left or right up three days, navigating only
to your speed each round it is active, and see by your other senses.
through the eye as if it were your own 360
degrees around you.
16 Polymorph Changes target non-warband creature into Let the spell be placed near
another creature for one Turn, can reduce or a caterpillar as it begins to
increase [Dice] of the following stats: hp, turn into a moth or
STR, and DEX up to [SUM] for target to a butterfly, until it emerges
minimum of 1, and maximum of 20. from its cocoon.
New conditions
Condition Effect Clear
Berserk Must attack nearest creature. No visible targets
Paralyzed Cannot Move or Act. After Long rest
Restrained Movement reduced to 0. Ally action.
Bleeding One damage per turn. After a short rest
Blinded All attacks are impaired. After a Short rest.
Addicted You crave the substance. Full rest and Detox
UNIQUE TREASUREs
D20 What you find…
1 A smooth black pearl, inlaid with a turquoise inscription in a foreign language.
2 A masterfully crafted music box, slightly damaged and aged, with the name of a past queen on the top.
3 A lost song, inscribed with an unfamiliar music notation.
4 A compass with a skewed point, bearing the name of a legendary ghost ship.
5 A scroll containing the ancient deed to a crumbling coastal estate.
6 An illuminated manuscript, with lapis lazuli ink, containing an alchemical recipe.
7 Fine china, unbroken, with the seal of an ancient empire upon them.
8 Little Lady of Greenwood, an original painting once thought lost to a fire.
9 The rusted remains of an ancient starfinder compass, a few parts remain in good condition.
10 A religious hymn scrimshawed upon the bone of a large fish.
11 Dusted and frayed robes belonging to ancient aristocracy.
12 A wooden tube containing old blueprints to a well-known building.
13 A cat-skin treasure map leading to a pirate cache.
14 An extremely rare and banned text on magical experimentation.
15 A combat manual describing a forgotten fighting style.
16 An idol made of jet-black obsidian, a relic of an ancient culture.
17 A tapestry, depicting a war that has very few historical accounts.
18 A religious text from an extremist sect, now extinct.
19 Bags and bottles of an infamous necromancer.
20 A trilobite fossil, encased in a stone casket.
New Trinkets &
Magic Items
All items are one slot unless
otherwise stated.

1. Luckstone- Increase your luck roll by one while


carried in your pack, and by two if in your off-paw or
body slot.
2. Painkiller powder- Can be ingested to gain 1
Grit for a watch. 1 in 6 cumulative chance of gaining
the Addicted Condition.
3. Solar LED Keychain- (Two slots, Paw and body)
12 turns of light, requires a Watch in sunlight to charge.
4. Rage Serum- Inject to gain +1 Armor, +1 damage
with attacks, and the Berserk condition.
5. Compass of desire- (Two slots) Points to the
closest thing you desire at the moment instead of true
north, with any Conditions overriding other desires. (Ex.
if Hungry some food, ect.)
6. Infinite Inkpot- (Two slots) Within this pot is a
half-ounce of black ink. Each watch, all ink is
replenished.
7. Musical locket- (Two slots), Once per watch, and
when opened as an action this device plays a somber
tune for 1 round. All who hear will be overcome with
grief and start crying if they can
8. Fish-scale cape- (Body slot) The wielder can
swim 2x normal speed and hold their breath for a turn.
9. Mask of the shark- (Body Slot) The wielder can
sense electrical impulses like a shark out to 6”.
10. Heart of winter- (Body or Offpaw slot) The
wielder is immune to extreme cold conditions.
11. Magic carpet fragment- (Body or paw slot)
The wielder may use an action to levitate for up to 1
turn per watch. Only vertical movement is possible.
12. Owl feather talisman- (Body slot) The wielder
moves completely silently regardless of conditions.
13. Moth Wings- (2 body slots) While equipped, the
wielder can glide 12” for every 1” they fall.
14. Book of Beetles- (Paw slot) This book allows
you to speak to Beetles and understand them in turn.
Such Beetles will have a disposition determined by the
DM but can be bribed or negotiated just as an NPC
can.
15. Thieves’ cloak- (Body slot) This cloak makes you
much harder to see in foggy, or low light conditions.
16. Ant claw gloves/crampons- (Body slot) The
wielder can rapidly scamper up trees or walls, and easily
climb up/down ropes and chains.
17. Mole-cricket amulet- (Body slot) The wielder
can dig tunnels through sand or dirt at a rate of 12” per
turn. Tunnels are only wide enough for the person who
dug them to crawl.
18. Ever-cool cube- The cube always feels as cool as
an early fall morning. If put in a container, or room no
bigger than 6” on each side, it brings anything non-
living in the container to that temperature.
New Magic Swords
1. Shark tooth 6. Mini-Umbrella
While wielded: Encounter reaction roll +1
Critical Damage: Inflict Bleeding Status
condition
7. Sword of Omens
2. Sea Urchin Spine
While wielded: Omens occur on a 2, 3,
While wielded: Melee attackers take 1 or 4 of the encounter die.
damage.
8. Seagrass blade
3. Key-blade
Critical Damage: Target is given
While wielded: Has one randomly restrained condition
inscribed spell
9. Stainless razor
4. Drill bit
While Wielded: Never marks usage.
While wielded: +1 Armor, stacks with
10. Laser pointer
other armor.
Critical Damage: Creature makes a WIL
5. Kit-basher
save or gains Blinded condition for one
While wielded: Enemies make morale round.
checks with disadvantage.
Shell armor
Made from shells and other detritus found on
the shoreline, it is cheaper to make, and
provides similar protection to standard mouse
armor, but is inferior in durability. After a
fight, usage is automatically marked with shell
armor.

Diving Suit (Armored)


Sized for a mouse or Rat sized creature, this
weighted suit allows for one to explore the
ocean depths. The suit has enough air inside of
it to last its user 1 turn without external
tanks/bladders to house air. Such air tanks/
bladders can be stored in a pack slot and still
be used. The armored version provides 1 base
armor to its wielder, it is rumored there are
more efficient and more advanced diving suits
used by a lost colony of mice under the
waves.

Fishbone Spear
While cheaper to produce, Fishbone spears
automatically have their usage marked after a
fight.
The Dawn war, As told by the Xiphosura sages
Eons ago, when the world was young and life had yet to crawl upon the land, the first
civilization emerged, in the form of the Trilobita. They were the first to attain sapience, and it was
their loneliness that saw them to seek out and uplift other species from the clay of the Cambrian.
They are the reason for the ‘Cambrian explosion’ as the humans call it, our progenitors, and seeders
of life. Even that which would eventually become mouse-kind had its roots in this time of discovery
and world shifting artifice.
Yet such times of wonder and peace would not last, and as millennia passed, for the
Trilobita made their first, and fatal mistake in uplifting the beings known as Cephalopods… Despite
what gifts the forebearers gave to their newest disciples; self-awareness, knowledge, and appendages to
change the world around them, their new students simply wanted more, and grew jealous of the
achievements of their mentors. As relations deteriorated over many centuries, the Cephalopods
eventually struck their erstwhile guides with brutal efficiency, the seas became blue with blood, and
remain so stained even to this day as memento of such treachery.
Yet the trilobites did not capitulate so easily, such was their advancements in knowledge and
breadth of the oceans they had colonized. The Trilobita had learned how they could bend the very
laws of reality to their whim. It was during the opening of this first bloody war that Spells were
created en mass, and it is the same spells we carry that were first forged so many trillions of nights
ago.
The spells we have now that have survived are best thought of as punctuation marks,
asterisks, and periods. The spells the Trilobita knew were akin to words that spelt commands to the
universe. It was unfortunate that the Cephalopods were quick learners with their own stolen spell
forges.
This was the crux of the dawn war, THE first war, that which lasted many epochs and all
other conflicts are merely Lampoons of. Where both Cephalopod and Trilobita used grand spells,
living horrors, and uplifted allies to turn the tide again and again against one another over millions
upon millions of years. New spells were created, tested, waged war and were lost by the decade than
any can hope to remember. Eventually, as the war dragged on and resources became scarcer; the spells
waned in power, and weapons to combat one another became a race for the land by proxy instead of
merely by achievement for its magic reserves.
The trilobites won the first leg of the race with arthropods teeming across the surface,
establishing, and terraforming the land for their purposes, enriching the sky with the breath of life. Yet
the Cephalopods countered by investing in the once overlooked fish and vertebrates as their minions,
which outcompeted the largest invertebrates, and sent the Trilobites back to the evolutionary drawing
board.
The proxy war on the land was important, but it was simply a means to fuel the battles that
went on in the waves. To speak on their vagaries, the switching of sides, of the triumphs and failures
of both axes of the conflict would take another eon to tell, so we shall instead focus upon its climax…
It was the great dying which saw to the end of this monolithic struggle when the world had
had enough of the constant bloodshed and sought to vent its frustrations at being abused for so long.
A time when the seas boiled with unchained magic, rents opened in the earth beneath cities of
Trilobita and Cephalopod, and the skies burned with arcane technologies long lost to the passage of
time. Untold billions of lives were lost; so much knowledge burned in thaumaturgical or physical
energies never to be re-learned. Superweapons that you could only dream of, that humans have barely
learned the inkling of swept clean entire hemispheres of all life or choked the very life-force with spells
that targeted an individual species’ thaumaturgical imprint.
In the end, neither side truly won, for while the Cephalopods had slain their ancient uplifters
in a final push that saw a continent leveled, they could not control the seismic forces which heaved
and broke apart the world, and the creations of the Trilobita evolved and adapted even as the world
changed.
Thaumaturgical and biological elements arose which eventually forced the Cephalopods into
an ultimatum, die like their erstwhile progenitors, or pass on their knowledge to a protegee while they
regressed to a more adaptable form. You can guess they chose the latter, and that their chosen disciple
is now humanity. Even now the humans terraform and pollute this globe into a hotter, warmer world,
emptying the seas of competition so that the Cephalopod might rise once more with just the right
spark to ignite it.
Yet, the Trilobita had foreseen this, and planned accordingly for this eventuality. Suppressed
in our ancestors, instinctual knowledge of technologies locked in the foundation of our very being that
you would hardly understand, changed us, or at least, some of us on a fundamental level. You see
before you a primitive creature that looks out of place, a hard shell and biology meant for surviving in
a harsh environment….
But We… are the Xiphosura. The Trilobita made us their successors and tasked us with
continuing a now cold war against the Cephalopods. It is we who have written on the spells you seek
over countless centuries. It is we who have delved into their mysteries and sing songs older than your
civilization. It is we who were here before you, and if your species is not careful, we will be here long
after you.

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