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Terror on the Cattaro

Hunt down the monsters behind a brutal murder at sea...

A 1920s pulp adventure for three player characters at level three, Terror on the Cattaro pits your players' characters against South African poachers and the terrified, starving gorillas they're trying to smuggle to Chicago's Lincoln Park Zoo.

by Dustinian Camburides

Designed for use with the Basic Fantasy Role-Playing Game; uses optional rules from the Cops & Robbers supplement.

Contents

Summary

For Game Masters' eyes only...

It's 1923; the players' characters are aboard the S.S. Cattaro, bound for Chicago, Illinois from Durban, South Africa. Four days into the six-day, trans-Atlantic journey, smuggled gorillas escape from the cargo hold, kill a passenger, and throw the ship into a panic.

Timeline

Before and during the adventure...

Before

In the months and days before the adventure...

  • 1923 JAN 02: Chicago, United States. Overzealous boardmember of Chicago's Lincoln Park Zoo seeks black-market gorillas... no questions asked.
  • 1923 FEB 18: Capetown, South Africa. Guenter Oosthiezen and his poachers take the contract.
  • 1923 MAY 07: Belgian Congo. Guenter and his men finally capture several gorillas.
  • 1923 MAY 22: Durban, South Africa. They smuggle the gorillas aboard the S.S. Cattaro.
  • 1923 MAY 27: S.S. Cattaro. The terrified gorillas escape in a frenzy...

While the players' characters are having dinner in the Galley, relaxing in their Cabins, or enjoying the night air on the Main Deck, the Gorillas...

  • 19:23 GMT: Break free of their wood shipping crate in the Hold.
  • 19:26 GMT: Kill a hapless crewman that startled them as they explored the Hold.
  • 19:38 GMT: Climb out of a small hatch at the top of the Hold, finding themselves topside on the Main Deck. They remain hidden in the shaddows, terrified of the people they see milling about.
  • 19:40 GMT: Scale the railing, desperate to get to the "top" of the Cattaro.
  • 19:41 GMT: Kill a passenger who spots them on the Officer's Deck.
  • 19:42 GMT: Scatter after another passenger, who saw the attack from 20-ft away, screams: "It killed [him/her]!"

During

The adventure has begun. If the players' characters do not interfere, Guenter, the poachers, and the crew take the following actions. These actions should change as the poachers and gorillas react to the players' characters' actions. If your group refuses to engage with the initial hook, the murder on the Officers' Deck, you might have them witness or participate in one or more of the actions below.

Guenter...

  • 19:42 GMT: Orders his men to search the ship for the escaped gorillas.
  • 19:43 GMT: Joins the crowd on the Officers' Deck to see how the crew will react.
  • 19:45 GMT: Observes the captain's interaction with the players' characters.
  • 19:48 GMT: Retrieves his own weapons from his Cabin.
  • 19:55 GMT: Takes the Captain hostage on the Bridge.
  • 20:00 GMT: Attempts to bribe the Captain into letting them recapture the gorillas without incident.
  • 20:02 GMT: Hears gunshots from the main deck and curses the incompetence of his men for killing a valuable gorilla.
  • 20:17 GMT: Hears gunshots from just outside the Bridge and bursts outside to yell at his men that they'd better take the last gorilla alive.

Poachers...

  • 19:43 GMT: Head back to their Cabin for their weapons.
  • 19:48 GMT: Begin searching the ship.
  • 20:02 GMT: Shoot and kill a gorilla that's climbed the fore jib on the Main Deck.
  • 20:09 GMT: Encounter and threaten crewman who are also sweeping the ship.
  • 20:17 GMT: Shoot and kill a gorilla that's climbed on top of the Bridge.
  • 20:31 GMT: Subdue a gorilla that's cornered in the Engine Room.
  • 20:40 GMT: Nail the last gorilla back into a crate in the Hold.

Crew...

  • 19:43 GMT: Begin herding passengers and non-essential crew to their Cabins.
  • 19:47 GMT: Begin sweeping the ship, armed only with flashlights and improvised weapons (pipes, wrenches).
  • 20:02 GMT: Investigate gunshots on the Main Deck.
  • 20:04 GMT: Spot armed poachers and watch them while hiding.
  • 20:09 GMT: Confront poachers, ultimately relenting.
  • 20:10 GMT: Return to cabins to guard other crew and passengers while poachers continue to search ship.

Getting Started

Kicking off your session...

Introductions

Ask the players to introduce their characters. Do they know each other? What do they look like? What were they doing in Africa?

Luggage

Ask the players to describe what their characters would have:

  • On them at all times.
  • Packed away in their Cabins.
  • Stowed in the Hold.

Money

There's no opportunity to make any purchases during Terror on the Cattaro, but your players might want to know how much ready money they have for bribes and such. When they ask about money, have them roll one d6 plus another d6 for every Wisdom point above 10. Multiply by this by 10 for their starting money in US Dollars.

Adventure Begins

It's 1923; you're aboard a ship—a cargo vessel, the S.S. Cattaro—bound for Chicago from South Africa.

Four days into the journey, you find yourself up on the main deck in the early evening, just after dinner. The warm, equatorial breeze has made the night a heavy, sticky one. But it's bright; the moon is nearly full. And as unsettling as it can be to look around and see nothing but water... it's even more unsettling to be cramped below decks.

If this is your first time buying passage on a cargo vessel, you're probably surprised at the crew. They're not at all like the crisp, helpful crew of a passenger liner. No, they're relaxed, almost lethargic. They worked hard to load the ship back in South Africa, and they'll work hard to unload the ship in Chicago. But the voyage itself is almost a break.

You startle! A scream! Above you! Up on the Officers' Deck! You crane your neck... people on the Officers' Deck are shuffling and jostling.

Let characters with a Wisdom bonus (+1 or higher) to make an Ability Roll to see extra details.

You look up further... What's that? You see a dark figure on top of the bridge. It backs away from the ledge and you lose it...

Locations

Places aboard the Cattaro...

You should decide where the players' characters will encounter the antagonists based on:

  • What the antagonists are doing...
  • How much time has lapsed...
  • How they're reacting to the players' characters actions...

If you can't decide, you might roll antagonists' locations (listed top to bottom, fore to aft)...

d8 Location
1 Bridge
2 Officers' Deck
3 Main Deck, Fore
4 Main Deck, Aft
5 Galley
6 Cabins
7 Hold
8 Engine Room

Bridge

This is a busy room, but several features grab your attention:

  • Control: A large, wooden wheel in the center of the room, with a huge, expensive-looking compass next to it.
  • Communications: Another sailor is manning the wireless, clicking away on the telegraph machine.
  • Engineering: A panel filled with gauges.
  • Navigation: A wooden table, bolted to the floor, with one map clamped to its surface and several more maps stowed under it.

Officers' Deck

Lifeboats. That's the first thing you see when you rush up the narrow stairway. You'd seen them from the Main Deck, but now that you're up here... you didn't realize there were so many. All the lifeboats create lots of nooks and crannys for anyone looking for a bit of privacy.

Immediately after the murder...

The crew are moving everyone away from the aft section of the Officers' Deck. You shoulder your way through the crowd...

Describe the murdered passenger's corpse.

The crew are overwhelmed by this situation. They should ask the players' characters for help. If the players' characters decline, the crew asks them to return to their Cabins. Events play out as described in the Timeline.

Main Deck, Fore

The fore of the Main Deck is dominated by the jib crane, currently locked down for travel. You saw this crane working relentlessly when the Cattaro was loading back in Durban.

A rail keeps passengers and crew from going overboard, and another rail surrounds the Hold doors, which cover the cargo stored below.

Main Deck, Aft

The Cattaro is using the aft section of the Main Deck as supplamental cargo storage. Crates are lashed to the deck in short stacks.

A pair of anchors—starboard and port—are stowed here as well.

Galley

Low tables and benches are bolted to the floor in this long, narrow room. At the far end of the room is a compact kitchen with a sink, one large burner, and a small square of counter space.

Nobody's going to prepare a five-course meal in this kitchen, but it's perfectly serviceable for making large pots of hearty stew or porridge, which, in your experience, is exactly what the cook does every day.

Cabins

The cabins vary in size, but each contains multiple berths.

Each player's character shares a cabin with one or more other passenger.

Hold

The biggest room on the ship... isn't that big, you decide. About the size of a good, long barn. Smaller than a warehouse.

But it's absolutely stacked with crates and boxes with only narrow walkways in between. Each stack is held in place with thick cargo nets, lashed tightly to the deck.

The smell is overwhelming. Warm, rotting vegetables. Manure and wet hay. You hear livestock bleating and grunting in their crates. It's the smell of anything anyone might want to ship crammed together in a warm, sealed room.

Smashed crate...

The crate was beaten open... one side of it hammered away from the inside, exposed nails jutting out. When you peer into the crate, the smell of filth and spoor hits you. Animals... large animals... were in this crate.

Successful intelligence check on the spoor...

The spoor has a sickly sweet smell... it's the spoor of a herbivore.

Successful wisdom check on the nails...

Looking closely, you see a few short, brown-black hairs clinging to one of the nails.

Crewman's body...

Another body! This poor fellow has been dead for some minutes; he's gone cold and pale. Clearly a crewman, probably working down...

Engine Room

This small, dim room is someone's idea of hell. It's not just hot; it's a thick, damp, sweltering heat. You're immediately wet. You can't tell if it's because of the steam, or your own sweat. Coal dust from the boiler sticks to everything. You have to time your words between the HISS and CHUFF of each of the three steam cylinders in the triple-expansion engine. Engineerss scurry back and forth, adjusting valves, and shoveling coal into the boiler. One of them stops to acknowledge you with a nod, and you wonder how he manages to act human in this miserable place.

Antagonists

Descriptions, motivations, and statistics...

Adjust the number of Poachers and/or Gorillas up or down to challenge your players' characters.

Guenter Oosthiezen

You see a big man levelling his rifle at you! He's wearing khaki shorts and an over-sized khaki shirt belted at the waist... an outfit that serves as a uniform for various military and constublary services throughoug colonized Africa... He'll have training, you realize grimly.

Guenter Oosthiezen and several poachers are aboard the S.S. Cattaro trying to smuggle several gorillas to Chicago's Lincoln Park Zoo. Guenter's a good shot with his rifle, and his father taught him how to box. He's no pushover.

Player's characters are rewarded for capturing—rather than killing—Guenter, but he's eager for his payday, and—after all the trouble he's gone to—he's willing to just about anything to finish what he started.

AC 15, HD4, # At 1 (Rifle/Fisticuffs), Dam 1d8/1d4+2, Mv 40', Sv F4, Ml 10

HP 23: □□□□□ □□□□□ □□□□□ □□□□□ □□□

Offense

  • Initiative: 1d6+4
  • Movement: 30-ft
  • Attacks: 1
    • Rifle: +4, 1d8
    • Fisticuffs: +4, 1d4+4

Defense

  • Armor Class: 15
  • Hit Die: 4
  • Save As: 4th-level Fighter
    • Death Ray or Poison: 11
    • Magic Wands: 11
    • Paralysis or Petrify: 13
    • Dragon Breath: 14
    • Spells: 15
  • Morale: 10

Poachers

You saw these guys board the Cattaro a few days ago, leaning on each other as they drunkenly stumbled onto the ship. But now they have pistols... you hope their marksmanship is as bad as their singing.

Guenter's men are his friends. They're not as skilled as Guenter, but they're loyal to him. They won't readily leave Guenter in a tight spot.

Player's characters are rewarded for capturing—rather than killing—the poachers.

AC 12, HD1, # At 1 (Pistol/Brawl), Dam 1d6/1d4, Mv 40', Sv F1, Ml 9

  • HP 7 □□□□□ □□
  • HP 3 □□□
  • HP 5 □□□□□

Offense

  • Initiative: 1d6+1
  • Movement: 30-ft
  • Attacks: 1
    • Pistol: +1, 1d6
    • Brawl: +1, 1d4

Defense

  • Armor Class: 12
  • Hit Die: 1
  • Save As: 1st-level Fighter
    • Death Ray or Poison: 12
    • Magic Wands: 13
    • Paralysis or Petrify: 14
    • Dragon Breath: 15
    • Spells: 17
  • Morale: 9

Gorillas

Seen from a distance: It's hard to see the dark shape in the dark night, but you get a glimpse when it passes near a light... My God, you think. But for the proportions, this could be a man! It moves upright, but also uses long, thickly-muscled arms to propel itself forward.

Seen up close: Gorilla, you (realize/confirm). You've seen the illustrations; you've heard the stories, but now it's right in front of you, moving and snorting.

Spots a player's character: It looks at you, and you're surprised to recognize emotion in its wild eyes. It's manic—terrified and enraged all at once. It bares its teeth and springs toward you...

These gorillas have been captured, brutalized, starved, and nailed into a hot, dark, heavy crate for days. Terrified to the point of madness, these gorillas now see all mankind as an enemy to fight or flee. But aboard this strange, hollow, moving island, surrounded by water and heat and noise... there is nowhere to flee.

Remember that Dian Fossey's groundbreaking research won't happen for another fifty years, so most people still see gorillas as frightening monsters that are likely to kill people they encounter. Therefore, players' characters who wish to subdue or capture—rather than kill&mdash these gorillas will meet with resistance from passengers and crew. But reward them with double the experience points for any gorillas they capture. Of course, subduing the enraged creatures in this strange environment will be no easy task...

AC 14, HD4, # At 2 (Claw/Bite), Dam 1d8/1d6, Mv 40', Sv F4, Ml 7 Basic Fantasy Field Guid, p. 7

  • HP 19 □□□□□ □□□□□ □□□□□ □□□□
  • HP 16 □□□□□ □□□□□ □□□□□ □
  • HP 10 □□□□□ □□□□□

Offense

  • Initiative: 1d6+4
  • Movement: 40-ft
  • Attacks: 2
    • Claw: +4, 1d8
    • Bite: +4, 1d6

Defense

  • Armor Class: 14
  • Hit Die: 4
  • Save As: 4th-level Fighter
    • Death Ray or Poison: 11
    • Magic Wands: 11
    • Paralysis or Petrify: 13
    • Dragon Breath: 14
    • Spells: 15
  • Morale: 9

Conclusion

Recommended experience and further adventures...

Recommended Experience

Villain Result Experience
Guenter Oosthiezen Killed. 240 XP
Captured and brought to justice. 480 XP
Each Poacher Killed. 25 XP
Captured and brought to justice. 50 XP
Each Gorilla Killed. 240 XP
Subdued and returned to the wild. 480 XP

Assuming 3 poachers and 3 gorillas, this short adventure is worth between 1035 and 2070 XP.

Further Adventures

  • Guenter's Revenge: If Guenter is brought to justice, he'll be a free man within a year; poaching laws in South Africa in 1923 aren't strict, and Guenter's family is well-connected. Guenter's experience on the S.S. Cattaro and in varioud South Afican jails will level him up. How might the players' characters react when they learn that they're Guenter's new prey?
  • Lincoln Park Zoo: If your players found Guenter's telegram, you might prompt them to investigate the corruption at the zoo. Most zoo officials are highly-ethical naturalists horrified by the prospect of black-market animals... but there is this one member of the board with ties to organized crime and a desire to curry favor with the mayor's office...
  • Poaching: If your players are outraged by the poaching, you might send them back to Africa to deal with poachers at the source.

Background

The era, the ship, the crew, and the passengers...

1923

  • America: The 1920s were a period of economic, artistic, and political boom following the end of the Great War. The national prohibition of alcohol has been in place since 1919. Refugees from Eastern Europe have sparked national debate on what will become the Immigration Act of 1924.
  • South Africa: The Union of South Africa is a self-governing dominion of the British Empire. The official languages are Dutch and English (Afrikaans won't be recognized until 1925). Jan Smuts is the Prime Minister, and the currency is the South African Pound (exchanged for about $5 US).

S.S. Cattaro

The S.S. Cattaro is a German cargo vessel. It's the only vessel leaving from South Africa this month that's headed directly for Chicago through the St. Lawrence River and Welland Canal.

  • Owner: Memeler Schiffswerke, Lindenau & Co.
  • Age: Just a year old, completed in 1922.
  • Dimensions: 227-ft long, 34-ft wide, and 20-ft deep.
  • Propulsion: Coal-burning, triple-expansion steam engine with one propeller.

Crew

Tips for role-playing the crew:

  • Language: Most of the German crew speak English, but all can understand Afrikaans (a dialect of Dutch not yet recognized as its own language) with some difficulty.
  • Politics: Keep in mind that the 1920s were a boom for almost everyone but the Germans. After The Great War, the German government took on tremendous debt under the treaty of Versailles. This leaves many Germans poor, dissafected, and ripe for the new, aggressive Nazi Party (active since 1920, but won't sieze power until 1933). The crew may resent player characters who appear wealthy.
  • Individual Officers/Crew: You might use characters from a favorite book, movie, or TV show to stand in for the ship's crew. For example, give the cast of The Office new names and German accents, and use them as a hapless crew that need all the help they can get.

Passengers

The players' characters and the poachers are passengers, but there are additional passengers. Tips for role-playing passengers:

  • Common: Passengers were common on cargo vessels: Captains were encouraged to squeeze value out of every leg of every trip, so they made sure they sould every square foot of cargo space... and every bed, bunk, and berth. This is before personal lawsuits forced companies to limit liability.
  • Few: But "common" does not mean "plentiful." There simply aren't that many bunks on a cargo vessel. Between the players' characters... there may be a dozen other passengers.
  • Individual Passengers: Again, use small groups of characters from a favorite book, movie, or TV show to stand in for the passengers travelling together. Be sure to pull passengers from several sources... a few from this book... a few from that show.

Popular Names

10 male, female, and last names for Germans, Americans, and South Africans that were popular in 1923.

German Crew

Germans aboard the S.S. Cattaro are officers and crew.

d10 Male Female Last
1 Hans Ursula Schmidt
2 Karl Ilse Fischer
3 Werner Hildegard Weber
4 Gerhard Gerda Meyer
5 Wilhelm Ingeborg Wagner
6 Curt Irmgard Schulz
7 Helmut Helga Hoffman
8 Ernst Gertrud Schaefer
9 Rudolf Liselotte Richter
10 Otto Erika Klein

American Passengers

Americans aboard the S.S. Cattaro are probably returning home from a:

  • Safari vacation.
  • Scientific expedition.
  • Smuggling trip.
d10 Male Female Last
1 John Mary Smith
2 William Anna Johnson
3 James Margaret Williams
4 George Helen Jones
5 Charles Elizabeth Brown
6 Joseph Ruth David
7 Frank Florence Miller
8 Robert Ethel Wilson
9 Edward Emma Moore
10 Henry Marie Taylor

South African Passengers

South Africans aboard the S.S. Cattaro are probably leaving home to:

  • Attend a profesional/academic event.
  • Purchase manufactured goods sans tariffs.
d10 Male Female Last
1 Daan Lotte Naidoo
2 Sem Isa Govender
3 Bram Lieke Botha
4 Levi Eva Pillay
5 Luuk Sanne Muller
6 Lucas Femke Pretorius
7 Liam Esmee Fourie
8 Stijn Nina Venter
9 Finn Britt Nel
10 Ruben Lana Moodley

Protagonists

Optional, pre-generated characters for immediate play...

  • Note: Characters were pre-generated with a "standard" spread of Ability Scores from the world's most popular role-playing game: 18, 16, 14, 11, 11, 8.

Americans

Micky Henshaw

Level 3 Wise Guy (Fighter)

Strong, but simple; Micky solves his problems with his trusty blackjack.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 18 +3 Paralysis or Petrify 14
INT 8 -1 Spells (Arcane, Illusion) 16
WIS 11 Spells (Charm, Fear) 15
DEX 14 +1 Magic Wands 12
CON 16 +2 Death Ray or Poison 11
CHA 11 Dragon Breath 16
  • Ability Roll Target: 16
Offense
  • Initiative: 1d6+1
  • Attack Bonus: +2
  • Pre-Calculated Attacks:
    • Revolver: +3, 1d6
    • Blackjack: +5, 1d4+3
    • Unarmed: +5, 1d3+3 subduing
Defense
  • Armor Class: 14
  • Hit Points: 20

Dr. Patrick Cook

Level 3 Scientist (Magic User)

Smart, but unpopular; Patrick can think on his feet.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 11 Paralysis or Petrify 13
INT 18 +3 Spells (Arcane, Illusion) 14
WIS 16 +2 Spells (Charm, Fear) 15
DEX 11 Magic Wands 14
CON 14 +1 Death Ray or Poison 13
CHA 8 -1 Dragon Breath 14
  • Ability Roll Target: 16
Spells
  • Magic Missile: Once per day, use your knowledge of physics to improvise a rocket or projectile that unerringly strikes any target you can see within 130-ft, dealing 1d6+1 points of damage.
  • Sleep: Oncer per day, use your knowledge of chemistry to thow a vial of "knockout gas" up to 90-ft away, attempting to put air-breathing creatures in a 30-ft radius to sleep for 15 rounds (150 seconds). Creatures that make Saving Throws against Spells (Charm, Fear) to resist the gas.
  • Mirror Image: Once per day, use your knowledge of psychology to take advantage of reflective surfaces, lighting, ambient noise, and improvised props to create the illusion that you're in 1d4 places at once for 3 turns (30 minutes). Enemies attempting to attack you always attack one of these illusions instead. Illusions are immediately broken once hit.
Offense
  • Initiative: 1d6
  • Attack Bonus: +1
  • Pre-Calculated Attacks:
    • Improvised: +1, 1d4
    • Unarmed: +1, 1d3
Defense
  • Armor Class: 12
  • Hit Points: 11 □□□□□ □□□□□ □

Angel Thompson

Level 3 Burglar (Thief)

Nimble, but rash; Angel usually escapes the chaos she sows.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 11 Paralysis or Petrify 12
INT 11 Spells (Arcane, Illusion) 14
WIS 8 -1 Spells (Charm, Fear) 15
DEX 18 +3 Magic Wands 14
CON 14 +1 Death Ray or Poison 12
CHA 16 +2 Dragon Breath 14
  • Ability Roll Target: 16
Skills
Skill d%
Open Locks 35%
Remove Traps 30%
Pick Pockets 40%
Move Silently 35%
Climb Walls 82%
Hide 20%
Listen 38%
Offense
  • Initiative: 1d6+3
  • Attack Bonus: +2
  • Pre-Calculated Attacks:
    • Pistol: +5, 1d6
    • Knife: +2, 1d4
      • Thrown: +5, 1d4
    • Unarmed: +2, 1d3
Defense
  • Armor Class: 15
  • Hit Points: 11 □□□□□ □□□□□ □

South Africans

Albert Kruger

Level 3 Medic (Cleric)

Wise, but clumsy; Albert would rather help an ally than face an enemy.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 11 Paralysis or Petrify 13
INT 11 Spells (Arcane, Illusion) 14
WIS 18 +3 Spells (Charm, Fear) 15
DEX 8 -1 Magic Wands 11
CON 16 +2 Death Ray or Poison 10
CHA 14 +1 Dragon Breath 14
  • Ability Roll Target: 16
Spells
  • Cure Light Wounds: Twice per day, heal 1d6+1 hit points of damage.
Offense
  • Initiative: 1d6-1
  • Attack Bonus: +2
  • Pre-Calculated Attacks:
    • Cane: +2, 1d6
    • Unarmed: +2, 1d3
Defense
  • Armor Class: 12
  • Hit Points: 17 □□□□□ □□□□□ □□□□□ □□

Tug Smit

Level 3 Spy (Thief)

Charming, but sickly; Tug talks first, shoots second, and always from cover.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 11 Paralysis or Petrify 12
INT 14 +1 Spells (Arcane, Illusion) 14
WIS 11 Spells (Charm, Fear) 15
DEX 16 +2 Magic Wands 14
CON 8 -1 Death Ray or Poison 12
CHA 18 +3 Dragon Breath 14
  • Ability Roll Target: 16
Skills
Skill d%
Open Locks 35%
Remove Traps 30%
Pick Pockets 40%
Move Silently 35%
Climb Walls 82%
Hide 20%
Listen 38%
Offense
  • Initiative: 1d6+2
  • Attack Bonus: +3
  • Pre-Calculated Attacks:
    • Pistol: +4, 1d6
    • Stiletto: +2, 1d4
Defense
  • Armor Class: 13
  • Hit Points: 5 □□□□□

Rita Pillay

Level 3 Hunter (Fighter)

Agile, but uncouth; the only thing Rita "gets" about people is how to stop them.

Abilities
Ability Score Bonus / Penalty Save Against Saving Throw Target
STR 16 +2 Paralysis or Petrify 14
INT 11 Spells (Arcane, Illusion) 16
WIS 11 Spells (Charm, Fear) 15
DEX 18 +3 Magic Wands 12
CON 14 +1 Death Ray or Poison 11
CHA 8 -1 Dragon Breath 16
  • Ability Roll Target: 16
Offense
  • Initiative: 1d6+3
  • Attack Bonus: +2
  • Pre-Calculated Attacks:
    • Rifle: +5, 1d8
    • Machete: +4, 1d6+2
    • Unarmed: +4, 1d3+2
Defense
  • Armor Class: 15
  • Hit Points: 17 □□□□□ □□□□□ □□

Props

Optional hand-outs...

Guenter's Wallet

Reveals Guenter's name, origin, and goal. Use an old wallet, or make a wallet out of construction paper.

It may contain...

  • Ticket: Reveals Guenter's destination and cabin number.
  • Telegram: Reveals Guenter's goal. May reveal that the "monsters" are gorillas. Print a telegram template on the thinnest, cheapest paper you can find.
  • Identication: Reveals Guenter's name.
  • Family photo: Humanizes Guenter. Print a 1913 family photo on card stock, then varnish with polyacrylic.
  • Cash: Adds verisimilitude. Print images of South African Pounds on parchment paper and cut them out.

It may be found...

  • On Guenter's body.
  • In Guenter's Cabin.
  • Around the shipping crate.

Shipping Receipt

Reveals Guenter claimed to be transporting goats... proof that he's smuggling the gorillas.

There are three copies of the receipt. They may be found...

  • Handling Copy: Stapled to the crate.
  • Manifest Copy: Tucked into the ship's manifest on the Bridge (along with every other receipt from every other crate, so you might consider asking for an Ability Roll to locate it).
  • Owner Copy: Tucked away in Guenter's cabin or on Guenter's person.

Print a basic receipt template, and use a fountain pen to fill it in with impeccable handwriting. If you don't have a fountain pen, consider using a very fine paintbrush with india ink or diluted paint.

Open Game License

Introduction

Terror on the Cattaro is based on the Basic Fantasy Role-Playing Game, which is based on the System Reference Document v3.5 ("SRD"), both of which are Open Game Content.

Designation of Open Game Content: The entire text as well as all artwork, maps, and floor plans incorporated in Terror on the Cattaro (except the Open Game License, as noted above, and the Product Identity License, below) is Open Game Content, released under the Open Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the License.

More information on the Open Game License can be found at: http://www.wizards.com/d20.

Open Game License Version 1.0A

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions:
    • Contributors means the copyright and/or trademark owners who have contributed Open Game Content;
    • Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), annotation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgement or other form in which an existing work may be recast, transformed or adapted;
    • Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
    • Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
    • Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, story lines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;
    • Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
    • Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
    • You or Your means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the Copyright Notice portion of this License to include the exact text of the Copyright Notice of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the Copyright Notice of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You must include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Copyright Notice

  • Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  • Basic Fantasy Role-Playing Game, Copyright 2006-2017 Chris Gonnerman.
  • Basic Fantasy Field Guide of Creatures Malevolent and Benign, Copyright 2010-2016 Chris Gonnerman, R. Kevin Smoot, James Lemon, and Contributors.
  • Cops & Robbers, Copyright 2015-2017 Dustinian Camburides.
  • Terror on the Cattaro, Copyright 2016-2017 Dustinian Camburides.