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R OLEMASTER

Issue #6
Q UARTERLY
June 2007

TABLE OF CONTENTS INTRODUCTION


Introduction ...................................................................... 1 Welcome to the sixth issue of the Rolemaster
Clerical Schools ................................................................. 2 Quarterly. The purpose here is to expand and
Monastic Priest .......................................................... 2 enhance your Rolemaster game, both by
Pacifist Priest .............................................................. 3 broadening the rules and by deepening the
Preacher ...................................................................... 4 setting details, giving you a richer and more
Priest Militant ............................................................ 5 fulfilling game and game environment.
Templar ...................................................................... 6 In the last Quarterly we spotlighted
Traps .................................................................................. 7 woodsmen. In this issue we tackle the clerical
Poison Gas Trap, Ankle Trap, Leg Trap ......................... 7 schools of Rolemaster regardless of their
Deadfall Spikes ............................................................. 7 profession. In addition, you’ll see information
Drop Weight Tube ...................................................... 8 on traps and a new creature, as well as adventures
Adventure Locale: The High Seas ...................................... 8 on the high seas.
Technology ................................................................. 8 Enjoy.
Pirates, Naval War, Weather, Superstition ................. 9
The Closed Environment, Sea Monsters ........................ 10
Lurker in the Deep ....................................................... 10
Magic Items ..................................................................... 11
WARNING! All Items in this PDF should be
Shoes of Water Walking, Climbing Glove ................ 11
considered optional and completely unofficial.
Weather Belt, Ring of Untying ................................. 11
Enchanted Pump, Wise Map ................................... 11
Scrying Compass, Richam’s Whipstaff .................... 12

CREDITS
Author: Robert J. Defendi
Editing: Tim Dugger, Heike Kubasch
Pagemaking, & Layout: Tim Dugger
Artwork: Toren “MacBin” Atkinson, Peter Bergting, Mike
Jackson, Keirston Vande Kraats, Jeff Laubenstein,
Carisa Swenson, Colin Throm, Peter Villumsen

ICE STAFF
CEO: Bruce Neidlinger
President: Heike Kubasch
Editor/Jack-of-All-Trades: Tim Dugger
Pagemaking: Sherry Robinson
Web Master: Tim Dugger
Office Cats: Rajah, Pheobe, & Matsi

Rolemaster Quarterly Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without
permission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville,
Virginia 22902. Web: www.harphq.com and www.ironcrown.com.

Rolemaster Quarterly 1 Issue #6


CLERICAL SCHOOLS
Priests are often treated in a generic fashion in themselves off from worries and temptations. They
roleplaying games. They all wear the same armor and feel that one perfects the soul through hard and
cast almost the same spells. Often, the party treats them honest work. Sometimes this is of a physical nature.
as little more than a magical combat medic. Still, even Other times its meticulous work as a copyist.
apart from the gods they worship, there are many Whatever the task, it’s through this careful and
different types of cleric. repetitive work that they find spiritual peace.
There are many groups and jobs in any game world, History: Monastic orders have long histories, but these
and some of them have their own special methods, tend to read more like genealogies than stories of war
represented by skills and talents and flaws. The schools and strife. The history of a monastic order is one of
below show how different clerical characters, even abbots and harvests. Sometimes war comes to a
worshiping the same god, can be individualized in the RM monastery, but the monastery doesn’t go to the war.
game. Each school comes with a background and an Characters: Monastic priests have dedicated themselves to
outlook. The information in the main text is presented in a monastic order. They’ve taken vows and forsaken
a generic fashion, as we mean you to place these schools the worldly life. They’ve abandoned all the concerns
in any game setting you play. At the end, however, you that so often plague adventuring parties, and therefore
will find notes on how to place them in Iron Crown its unusual for a monastic priest to be an adventurer.
Enterprises’ Cyradon and Shadow World, as well as Final There are ways, however. Sometimes a monastic
Redoubt Press’ The Echoes of Heaven. These notes are priest disgraces himself and takes to the roads in search
typically quite straightforward, as the schools in this of redemption. Other times his order is destroyed and he
edition are more general by nature. has no choice. Sometimes a monastery will send a priest
In the last issue, we talked about training schools for out into the world, should the need be great enough.
woodsmen. For the thief, the schools were about attitude Whatever the cause, the Monastic Priest hasn’t
and brotherhood and intimate relationships of honor and taken to the life of adventure as their first choice.
interdependence. These schools are training and seminaries They have a higher calling, and they adventure to
and philosophy. Whether a character loves or fears their save that calling. Maybe they need to find their faith.
god can have a lot to do with their selection of a School. Maybe the need to save their order or their abbey
Note: There are many generalities in the text from an external threat. Whatever the reason, they
below that could be construed as absolutes. No two aren’t in this for the adventuring lifestyle. They are in
Templars are the same in the same way no two it to return to their former lives. They’re in it to
countrymen are the same. Matters such as protect or save what they hold dear.
philosophies of the school are trends and Training Package: The Monastic Priest uses the
teachings, not some ultimate guide to personality. Cloistered Academic training package. You’ll find this
These students are taught, not programmed. in Character Law.
Skills: The Monastic Priest may choose any one craft, lore,
MONASTIC PRIEST or language skill as an occupational skill. This is subject
to GM approval. In addition, they must take duping,
Overview: The monastic priest has renounced the outside
bribery, and one other influence skill as restricted.
world. He’s retreated to the halls of a monastery and
dedicated himself to the life of quiet contemplation.
Here, he lives a simple life of prayer and solitude.
Monastic priests shun the outer world. They
live lives of simple labor, tending gardens, scribing
tomes. Different monasteries undertake different
tasks. Some of them do nothing but produce
scriptures for the priests of their church. Others
copy history books, poetry, or philosophy (perhaps
all three and more). Others produce wine. Still
others produce some sort of craft.
When not pursuing the task of their
monastery, they pray and meditate and try to find
their way to spiritual purity. Many take vows of
silence to better seek their inner truths. All of them
seek understanding through simplicity.
Philosophies: Monasteries seek simplicity and peace.
They avoid the sins of the outside world shutting

Rolemaster Quarterly 2 Issue #6


Talents/Flaws: Monastic Monks receive one
minor Skilled talent to represent their
primary duty or craft. They must take the
Vow (Minor) talent to represent the vows
they took upon entering their order.
Cyradon: The Nagazi are the race most likely to
have monastic orders established, with temples
set up for those who wish to devote their lives
exclusively to the 7 Sages. Among Dwarves, it
would not be hard to see the Dwarven colonists
setting up a monastery devoted to Atla. It is
suspected that the Rhona have some sort of
monastic order, but nobody has ever found
its location, nor to the Rhona often speak of it
to strangers. If they speak of it at all, they refer
to it simply as the Temple of the World. For the Some orders may take up the lifestyle because their
Gryphons, there are those rare eyries which are god taught them to love every person in the world. In
dedicated to the understanding of the Yazatas. None of this case, they likely carry their views to other civilized
the other races are predisposed to monasteries. races, but not to the animals of the woods.
Shadow World: Many priests dedicate themselves to If, on the other hand, their order is taught to cherish
contemplation, but Monastic Priests are particularly every living thing, then it’s much more likely they would
appropriate for Valaris, the goddess of knowledge. take up a vegetarian lifestyle and take the pacifism to
The Echoes of Heaven: Monastic Orders in The Echoes include all the creatures of the woodlands as well.
of Heaven include the Order of Naeponis, the What a character does if their morals come into
Order of Albolatian, the Monastic Order of conflict depends on the character (in fact, this is the
Sepinus, the Holy Wives Monique, the Ladies of heart of character). If they see that a child is about to be
Alaria, and the Culandil Shapers. killed and the only way to save it is to hit the attacker
from behind, what do they do? This kind of dilemma
PACIFIST PRIEST and its implications can follow a pacifist for years.
Overview: The raging cleric, with armor and mace, has History: Each pacifistic order has its own unique history.
become something of an icon in fantasy roleplaying. Usually, this is presented as a body of stories that tell
Because of this, we tend to lose sight of our more morality tales. In them their saint, or god, or prophet,
traditional, western priests. While there were or founder lives the life of a pacifist, preaching peace,
certainly priests who went to war with their soldiers, love, and understanding. Through his actions and the
there are likely more who refused to spill blood, to choices he made, the stories lay out a moral code for
take life, to commit any act of violence against their followers to adhere to in years to come.
another human being. These are the pacifist priests, Characters: For most players, a pacifist is the most
and many role players ignore them, unless it is to go difficult kind of character to play. The reason is
to their temples and exchange a donation for healing. obvious—most games involve large amounts of
The Pacifist Priest abhors violence in any form. combat. It can be very boring indeed to be the only
They seek to heal, or help, or understand. Many person sitting out for more than half a game
Pacifist Priests will refuse to raise a hand to save session.Still, for the player that can make it their own,
themselves, although they might be more likely to there’s a wealth of opportunity in playing a pacifist.
lash out to save the weak or innocent. Real storytelling is about conflict, and being forced to
At its base, a Pacifist Priest only renounces violence watch as your friends risk their lives for you is nothing
against human, elves, and other civilized races. Still, other if not conflicting. Other characters might find a role in
will cherish animals and creatures of the wood. They combat that doesn’t involve fighting. A Healer makes a
might even resist harming insects. The lengths to which great Pacifist Priest, for instance. After a round or two
they go to follow their beliefs depends on both the of combat, a Healer can be very busy indeed.
teachings of their religion, as well as the priest himself. Also, a creative player can find nonviolent ways to
Philosophies: The primary tenet of a Pacifist Priest is help directly in combat. A martial artist that learns
“do no harm.” They might not seek to help others, sweeps and locking holds is a good example. A character
but they certainly do no want to bring more pain that makes clever use of nonviolent traps is another.
into the world. There is enough pain. We should finally note that any pacifist probably
Whether this pacifism extends beyond the has some kind of foe they don’t object to fighting. It
civilized races depends on why they are pacifists. might be elementals or constructs, animals or
undead. A good pacifist character truly explores the
Rolemaster Quarterly 3 Issue #6
ramifications of their teachings, because that’s where helping him, but he’s the one that meets with the married
all the interesting character development lies. couples, assigns penance to the sinners, and manages the
Training Package: There are many good training poor box. In many cultures (especially the illiterate ones)
packages for a Pacifist Priest, depending on the type of he’s the only person allowed to interpret the scriptures.
Order to which he belongs. If he’s more monastic, a The preacher is the end-all, be-all of the religion, at least
Cloistered Academic from Character Law. Other good from the point of view of the congregations.
choices include the Medic, Minister, Thamaturge, and Philosophies: The Preacher knows his role. He takes it
Missionary from Channeling Companion or the very seriously. Like Caeser’s wife, her must be above
Herbalist from Rolemaster Fantasy Role Playing. Let reproach. Any blemish on his name mars the church
your judgment be your guide, but any TP that give no and casts doubt on its teachings. This isn’t to say that
weapon ranks is a good start. he never strays, just that he’d better not get caught. . . .
Skills: All weapon skills are restricted to a Pacifist Priest. Preachers have two goals. They want to bring
The priest may select either all Influence or all Lore to new people into the fold (or strays, if their church
be everyman, depending on his god’s focus. has a stranglehold) and they want to keep the ones
Talents/Flaws: All pacifist priests receive the Immovable they have. There are two main schools of thought
Will talent. They all receive the Pacifist (Major) flaw. on how to do either of those things.
Cyradon: The world of Mithra is a strange and dangerous First, there’s the fire-and-brimstone approach.
place. None of the religions are truly pacifistic in any With this, the Preacher concentrates on threats and
fashion, although there are quite a number who are less negative reinforcement. If you sin, you will go to Hell.
violent than others. The closest to Pacifism that any If you go to Hell, you will suffer unending torment in
race comes is the worship of the 7 Sages by the Nagazi. lakes of fire. Do not stray from God’s sight. Fear him!
They will resist combat if at all possible, but they will The second primary tactic is the velvet glove. In
defend themselves as needed, all the while regretting the this approach, the Preacher concentrates on the
necessity. Of the other religions, there are likely a gentle aspects of his god. How the world can be a
number of pacifistic members, but no actual orders. kind and gentle place. How we should love one
Shadow World: Except for the more physical gods, many another. There are rewards in Heaven. Even the
Lords of Orhan could have pacifist followers. Eissa is meekest can enter the gates proud.
particularly appropriate. What tactic the Preacher uses depends on his
The Echoes of Heaven: Pacifist priests are not common church, its teachings, and his interpretations. There are
in The Echoes of Heaven. There are only a few orders often wild variations in even the most extreme faiths.
that preach actual pacifism. They are the Holy Wives History: The Preacher is as old as religion. As long as the
Monique, the Ladies of Alaria. However, any gods have spoken to us, they’ve had a message. As
priesthood but Ziruk-Nurak has pacifistic members. long as they’ve had a message, they’ve needed
All the monastic and crafting Orders do as well. preachers. Preachers are more than just the crowd
control of the church, they are the only conduit of
PREACHER information between the churches’ hierarchy (and
Overview: Ah, the Preacher. There are very few images often its prophets) and the masses. Of all the links,
more iconic than the lone man, standing at a high this is the most crucial, as in most fantasy worlds,
place, ministering to a crowd. It’s the very root of even the lowest clergy can receive revelation. Not
most people’s concept of religion. There are sheep, everyone has the gift of motivating the people.
and then there’s the shepherd. Characters: While the preacher isn’t the most played type
The Preacher is the point man for a religion. He of character, it’s easy for most people to envision,
stands at the front and speaks to the masses. He from their personal experience. All one has to do is
guides those who are lost. He teaches those who are turn on the television on Sunday morning.
ignorant. He answers those who question. Preachers are concerned with bringing the word
Sometimes, he punishes those who stray. of god to other people, through thought, act, and
The Preacher is the primary interface between a word. They tend to be of a less militant bent, although
church and its followers. He likely has lesser clergy sometimes they find it easier to preach to those who
have been whacked a few times (and perhaps tied up).
Ministers are most concerned with other people
following the tenets of their religion. They tend to get
violent only when something seriously threatens that
(like a band of marauding Orcs.)
Training Package: Preachers use the Minister Training
Package for Channeling Companion.

Rolemaster Quarterly 4 Issue #6


Skills: Preachers receive the Public Speaking skill as an PRIEST-MILITANT
occupational skill. They must choose two subterfuge
Overview: There is evil in the world, and good men must
skills to be restricted, although a GM may wish to
defend the righteous. There is evil in the world, and all
change that for a preacher of a thieving god.
that stands against it is a thin line of blood, bone, and
Talents/Flaws: Preachers receive the lesser version of the
steel. There is evil in the world, and it is the job of a
Skilled talent, applied to the Influence category. They
desperate few to stop it. There is evil in the world.
must take the code of honor flaw to represent the
But so are we.
teachings of their deity.
The Priest-Militant is the first line of defense
Cyradon: Of all the religions of Cyradon, only those who
between his order and the forces of evil. He takes the
worship Memra will have active Preachers. Among the
fight to the enemy, delving into lairs, leading charges
human refuges there are likely to even be some
against armies. Clad in armor and carrying the weapon
Preachers of the Orsai religious orders devoted to
of their god, they smite the blasphemous, protect the
Memra, in addition to the Tarahiri orders that worship
innocent, and occasionally salt the fields of the wicked.
Memra. This is likely to lead to some conflict as the
Philosophies: The Priest-Militant believes the might
Orsai Preachers are more of the fire and brimstone
doesn’t make right. He believes that his god makes
type, while the Tarahiri Preachers use gentler means.
right. Everyone who disagrees will have to make do
The Nagazi preachers tend to use the most
with a mace to the skull.
subtle of methods by never directly preaching.
The Priest-Militant believes in talking before
Instead, they tend to only drop little tidbits of
violence. Usually this talking consists of “Repent!”
information and then wait for curiosity to prompt
followed by “Charge!”
prospective members to ask questions. They do this
The Priest-Militant believes that all men are
because they believe that only those who are thirsty
equal . . . in death and surrender.
for knowledge can actually find it.
The Priest-Militant believes that the best way to
Shadow World: All gods need preachers to spread their
cover up grass stains is with blood stains.
word and their teachings, although this school might
The Priest-Militant believes that everyone is
be a little sedentary for followers of Lord’s like Cay.
religious when they see him coming.
Kuor is a particularly good fit for the preacher.
The Priest-Militant believes that he cannot lose.
The Echoes of Heaven: Preachers can be found in almost
There is victory and there is death. In victory lies
every Order in The Echoes of Heaven. However, they
glory. In death lies reward.
are most common in the primary priesthood of their
History: As long as religion has stood against evil, the
religion. The Church of Angenus, for instance, has
churches of the world have needed the Priest-Militant.
almost all of its Preachers in the Angenus Priesthood.
These men have taken the teachings of their church to
the heathens at the point of the sword. Sometimes times
the fight for what’s right. Sometimes they’re woefully
misguided. They never stop fighting, however. Like a
shark, they must always keep moving forward.
Characters: The Priest-Militant is probably the most
familiar clerical archetype in RPG history. Players
should have no problem relating to the warrior
priest, in armor and with weapon, ready to smash
some righteousness into heathen skulls. The Priest-
Militant is the perfect adventuring cleric, if you can
stand his insufferable attitude.
Training Package: Priest-Militants take the Protector
training package from Channeling Companion.
Skills: The Priest-Militant can take one Combat Maneuver
as an everyman skill. They must take two subterfuge
skills as restricted. (Unless they worship a thieving god,
but then why are they playing a Priest Militant? If
necessary, the GM can replace with another category).
Talents/Flaws: The Priest Militant may select one minor
talent that relates directly to a weapon skill. They
must take the fanatic flaw.
Cyradon: The branch of the Lightbringers of Tarahir,
known as the Firebrands, fit the mold of Priest-
Militant almost to perfection. Certain members of

Rolemaster Quarterly 5 Issue #6


the Skaldi order, The True Spear, may also be
considered to be Priest-Militants. Of the other races,
the only other race that could be considered to have
Priest-Militants are the Rhona, specifically those who
worship the Earth totem. Even Schirae have been
known to fear those who wear the bronze brooch.
Shadow World: The Shadow World is a dangerous place,
but no god is so fit for these followers as Cay.
The Echoes of Heaven: All military orders in The Echoes
of Heaven have their share of Priest-Militants. This
includes the Knights Lonnuso, the Knight Paeso, the
Knights of Living Vengence, the Knights Equenis, the
Knight Tulentil, The Knights of Aurendë, the Church
of Ziruk-Nurak, the Knights of Munder, the Knights
of Selkie, and the Atavist Church.

TEMPLAR Characters: The Templar character is about cold duty and


Overview: Whereas the Priest-Militant takes the war to the dedication. They are the bodyguards of the church
heathens, the Templar makes certain the heathens don’t itself, and act much like the royal protectors in
bring the war to the church. The Templar stands as a governments. They don’t care if they like who they’re
guard, protecting his church’s interests and assets. They guarding. It’s what they’re guarding that matters.
guard caravans, defend pilgrims, and protect temples. The main problem with Templar player characters
Most importantly, they serve as the guard for all high- is getting them into play. Templars are so duty bound
ranking church officials. When the high priest of the that it’s hard to rationalize one adventuring. One option
order travels, it’s the templars who stand at his side. is to send them only on church missions. Another is to
Templars couldn’t care one wit about who listens to make them an ex-Templar, either disgraced or retired,
the word of God. Many of them can barely do more the looking for a way to make their life meaningful. It’s
quote the basic tenets of their faith. They aren’t in this for possible that a Templar might be detached for duty for
the learning or the theological debate. They don’t try to a long period, but the reason would have to be very
convert . . . they probably distrust converts. All they care good (such as the chaos of a holy war).
about is making certain that nothing physically harms Training Package: The Templar uses the Templar
their faith or its cherished parishioners. training package from Channeling Companion.
Philosophies: The Templar is about guarding the Skills: The Templar gains the Situational Awareness:
church from physical assault. They ignore most of the Guard Duty skill as everyman. He must choose two
day to day trials of the church in the world. In fact, some influence skills to be restricted. Templars tend to be
of the church’s greatest achievements are at odds with the uncommunicative.
Templar’s duties. Conversions are up? Well how many Talents/Flaws: The Templar gains the Commanding
are thieves planning on stealing church money? Demeanor talent. He must take the Duty (Major)
Pilgramages are planned? How do we keep them safe? flaw, unless the GM and player agree to special
The High Priest is going to talk among the heathens?!? circumstances (an ex-Templar, for instance) in which
For the Templar duty is everything. It’s more case they can substitute another major flaw that fits
important than the wishes of the priests. It’s even more the character’s back story.
important than the teachings. If a Templar is given the Cyradon: The Lightbringers of Tarahir branch known as the
choice between violating doctrine and allowing the Holy Firebrands are often trained for work as Templars, just as
of Holies to be razed, there doesn’t take a moment to the Skaldi order known as The True Spear is. Among the
make the decision. His life isn’t about moral Rhona, those who worship the Moon and Earth totems
ambiguities. His life is about protecting assets. may be considered to be Templars upon occasion.
History: Templars originate, in orders militant enough to Shadow World: Unless the order preaches peace, they will
bear them, as soon as the church gains real wealth. have Templars (sometimes even if they do). Cay, Kuor,
Before that, the priests and high priests might have and Iorak seem particularly poetic fits for a Templar,
guards, but these tend to be close companions that have but almost all temples must be guarded somehow.
a special bond to the one protected. Once the church is The Echoes of Heaven: Every major organized church in
rich enough to attract attention, then it needs something the Mortal Realm has Templars of some sort. These
more, a unit of men trained specifically to guard and answer to the priesthood of the church, not its sub-
protect. These men are drilled to be zealots, but not to the Orders. The Sulvican Guard and the Demon Watch
teachings of the church. To the church itself. are also Templar Orders.

Rolemaster Quarterly 6 Issue #6


TRAPS
Traps are an area overlooked in Rolemaster. Many ANKLE TRAP
new GMs have problems implementing traps in the RM
This is an exceptionally simple trap. With it, a hinged
system with its unique attack charts. Below you will find a
panel is placed over a hole so that stepping on the hinge
treatment of a few of the more simple traps, as well as
causes the foot to push down, bringing the wings up toward
something a bit more complex, for the mischievous crowd.
either side of the ankle. The wings are presumably spiked,
POISON GAS TRAP and those spikes drive into the ankle from either side, using
the person’s own weight as a driving force.
This trap is simple in concept but quite complex in
The trap itself can hobble a man, although it does little
design. With this trap, a pressure plate is used to trigger a
more than an ‘A’ Puncture critical. The trap is most effective
stream of poison gas. This gas issues from holes in the
when the spikes are covered with some kind of venom.
wall around the character, either low, high, or head level,
Spotting the trap is typically a Medium Maneuver,
depending on how heavy the gas is compared to normal
however, it could be more difficult if well hidden. Usually,
air. The gas is then breathed by anyone entering the area.
the setter of the snare relies on the target to be moving
The gas can be released in a number of different
quickly when they step into the ankle trap and not see it
ways. If the creator is magical enough, it might be a spell
hidden in the foliage. If so, the character might take falling
that creates the gas as needed. If not, the pressure plate
damage as well. It’s an Agility Maneuver not to fall, with the
might rupture bladders of the gas, allowing it to stream
difficulty set by the pace of the character, as determined by
out. If the creator has the alchemical knowledge (or
the Pace Char on page 51 of RMFRP. Use Routine difficulty
knows someone else who does) to create a binary gas,
for a pace with a difficulty of ‘none.’ Assign an ‘A’ critical of
such as one created by adding a solid to a liquid or two
straight damage to the character if they fail to avoid the
liquids together, the trap might simply release a drop that
trap. Adjust the critical to effect the ankle area.
combines the proper chemicals.
If the trap is poisoned, the effect depends on the poison
Poison gas traps usually takes some rounds to fill a
use. See Gamemaster’s Law for more details on poison.
space, it could even take many minutes if the space is big
enough. Because of this, poison gas traps are best when LEG TRAP
used on a locked room or when the gas is odorless and
The leg trap is a simple device. A short pole is buried
colorless.
flush to the ground with a pivot near one end. On the
Spotting the pressure plate usually takes a Medium
same end, a board is attached and a hole dug underneath.
Detect Traps or Alertness Maneuvers. Disabling it takes the
The other end of the pole has spikes attached, facing up.
same, and maybe less if the thief has a ready way to plug
Underbrush hides the entire thing.
all the release holes. If the space contains locking doors,
When a character steps on the board, he accidentally
these doors cannot be opened with a regular Open Locks
steps down into the hole. The force of the weight on the
(they aren’t locks in the traditional sense, since they aren’t
board causes the entire pole to whip up, slamming the
meant to be opened by a man with a key.) Opening these
spikes into the target’s leg at thigh-height.
doors requires a Very Hard Disarm Traps Maneuver, and
The trap is typically a Medium difficulty to spot and
may take more if the mechanism is especially devious.
a Routine difficulty to disarm. Avoiding it is merely a
The effects of the poison depend on the trap’s load.
matter of stepping around. The spikes attack on the
See Gamemaster’s Law for
dagger table with an OB equal to half the character’s
more details on poison.
weight. Adjust the critical description to involve the thigh.

DEADFALL SPIKES
This is another simple trap, combining the deadly
force of potential energy with pointed implements. In this
trap, a quick-release tripwire is attached to ropes holding
a very heavy weight above. Attached to the bottom of this
weight are downward-facing spikes. When the tripwire
releases, the spikes plummet onto to head of the victim
with tremendous force.
This can be one of the more difficult traps to hide. If
the trapper finds a good place where he can string the
necessary rope and hide the deadfall in a canopy without
any sight lines, then this trap is a Medium Difficulty to

Rolemaster Quarterly 7 Issue #6


spot. In a place with less than optimal sight-lines, One door leads into the room and one leads out. The
spotting the trap is an Easy or Light Maneuver. door is very magical. Opening it releases the weight,
The trap attacks with a single attack roll. Apply this which falls, creating tremendous pressure. The narrowing
to the Fall/Crush table with an OB equal to twice the of the tube means that the displaced air picks up in speed
height of the fall. The attack does a pierce critical in due to the Venturi effect. The entire floor is launched up
addition to the result on the chart. the tube (shattering the door, which opens inward). This
Disarming the trap is a Medium Maneuver, Routine if might end hurling the characters into the air over a great
a character just wants to set it off at a distance with a stick. height. It might end in a sharpened grate.
If the characters are thrown clear, apply appropriate
DROP WEIGHT TUBE falling damage. If there’s a grate, they’re killed instantly. If
This is an elaborate, even a comical trap. In it the there’s a grate, the characters can see the grid of cuts and
characters enter a round room with a wooden floor. Careful the traces of blood on the floor.
observation (Medium Difficulty) shows that the edges of the Otherwise, they hopefully get suspicious from the
floor don’t actually connect to the wall. This is because the shape of the room. Power Perception reveals the magic of
floor is actually a loose plug sitting on a metal grate. The the door. Dispelling the door disarms the trap (but it’s a
roof is high above them, too high for light sources to reveal. 50th level spell). Undoor also circumvents the trap. Only
The characters are actually in a tube. They aren’t at the the act of opening the door is a trigger. Cutting a hole out
bottom, either. Below them . . . below the grate, the tube twists of the middle would do it as well.
around and continues up again, this time wider. At the top of
that tube is a 500 ton weight, also a loose plug, held by magic.

ADVENTURE LOCALE: THE HIGH SEAS


The spray of the sea. The gale of the wind. The through all the implications. Magic can have a great effect
snapping of sailcloth. The cries of men. The smell of salt. on ships and ship design, especially if some kind of magical
These are the elements of the sea. The sea calls. The attack technology can fill the role of cannon.
sea cries. The sea kills. And still, men come. They come If you use medieval ships, remember the primitive
for the adventure and for the riches, but mostly they nature of the sails. Slaves are not common in these types
come because once the sea is in a man’s blood, he is never of ships, which are usually oared by the same warriors
truly at home anywhere else. who fight in the boarding actions. Most combat involves
High sea adventure has been a hallmark of our rams, fire, and close melee.
stories and our legends since man built his first boat. The Age of sail ships rely more heavily on the wind. Only
sea is violent and mysterious. It plays by rules that one a few have sweeps. They can beat very close to the wind
can guess, but never really understand. It is a powerful, and sail more quickly when the wind is from the side than
violent place, and the men who work it are at its mercy, behind (there are more unused sails when the wind is
snatching death from its elemental hate. from behind). These ships rely heavily on their cannon,
There are many types of sea adventures, and how maneuvering to fire broadsides at their enemy. They are
you play them depends on a great deal on the type of crowded and have their own special rules, especially if
adventure you want and how it fits into the campaign. they need to worry about gunpowder safety.
You should consider these topics more the longer the sea Whatever the level of technology, familiarize yourself with
adventures should last. A few good details are enough for the capabilities of the ships. If possible, read up on some naval
a one-session stint, but a long campaign should receive a battles involving the proper types of ships. Every detail you
great deal of thought and consideration. learn will make the adventure richer and more interesting.

TECHNOLOGY
Many GMs make mistakes with the technology level of
ships in their game. Historically, ships used square sails and
sweeps (oars) until the invention of gunpowder. Gunpowder
allowed for cannons and cannons allowed for great damage
from a compact source. Sails evolved. More deck space
could be used for rigging. Ships became increasingly complex
until we had the Age of Sail ships we’ve come to know and
love from our Napoleonic war stories.
This doesn’t mean that you have to use medieval ships
in a pre-gunpowder society, it’s just that you need to think

Rolemaster Quarterly 8 Issue #6


PIRATES The worst thing about the weather is it’s completely
out of the control of the crew. Unless they have some sort
One of the eternal favorites, in the pirate campaign
of weather mage on board, they can barely predict it, they
characters are wild and adventurous. They ply the high
can’t outsmart it, and they can’t control it. The weather
sea stealing from the rich and, well, keeping it. They are
can kill them at any moment, and all they can do is pray.
wild, free, and independent.
A smart sailor can survive most any storm, but there’s
Piracy games can be loads of fun. They involve
always that one out there. That one that will kill them no
looting and pillaging and wild celebrations. They defy
matter how well they sail.
authority and destroy their enemies. They are often
drunk while doing so. SUPERSTITION
Pirates are full of vice and superstition. They are best
It’s no wonder, with the unpredictability of the sea,
when played for comedy, to heighten the enjoyment.
that sailors are a superstitious lot. They build a rich stable
Outlandish boasts are also a good thing.
of legends and beliefs. They compile large lists of what is
One tip to game mastering a pirate game. Your
lucky and what is unlucky. They evolve rituals and rules
whole goal is to get everyone into character. Once they
and strictures. A woman on the ship is bad luck. A priest
are deeply enough into character, everything takes on a
is good. A sea bird is good luck. Spilled oil is bad. Some of
life of their own. Once you have a the captain’s player
these will have obvious practical origins. Others will have
standing on a high place, pantomiming a drink in his
solely “spiritual” causes.
hand, giving a rousing, drunken speech, you’re hard
And in a fantasy game, any or all of them could be true.
work is pretty much over, and you can concentrate on
Sailors will latch onto anything that might help to
reacting to the crew’s antics.
predict the future. They want to know the shape of the
NAVAL WAR sea and the direction of the winds. They would pay their
little finger for knowledge of the time and place of the
In the naval war, the characters become embroiled in
next hurricane. Anyone that can provide this information
a brutal war at sea. These stories follow in the steps of
will be popular among sailors. Anyone who can provide
Horatio Hornblower and Jack Aubrey. If those names
it with reliable results will be popular with the captain.
don’t mean anything to you, you might want to do a little
reading before continuing.
Books of naval warfare explore a few key areas. They
delve deeply into naval life. What it means to be a sailor.
What it’s like, day to day on the tides. These stories are
about ropes and tar and the feel of the deck, slick with
blood. They also explore a military existence. What does
it mean to be an officer or sailor in the navy? How does
one navigate the shoals of naval politics? How do
promotions affect the dynamics of a group of friends?
Finally, often ultimately, this genre explores naval tactics.
The roar of the cannon. The holding of the line. Seeking
the weather gauge. “Never mind maneuvering, boys. Go
right at them!”
The naval war tends to be the most structured sea
campaign. Ship captains have some latitude, they are
absolute lords at sea, but they can’t just take off and
explore some part of the world that catches their fancy.
Naval officers take orders. If they didn’t, they wouldn’t
be placed in the position to exercise the latitude they
have at sea.

WEATHER
The sailor is at the mercy of many things, but
nothing is so brutal, so deadly, or so unpredictable as the
weather. A dead calm can starve and dehydrate a crew. A
squall can snap spars and snarl rigging. The hurricane
can quickly kill an entire crew.

Rolemaster Quarterly 9 Issue #6


THE CLOSED ENVIRONMENT LURKER IN THE DEEP
A ship provides an interesting local for adventuring Level: 20G Size: H MS/AQ: FA/FA
in that it’s a closed environment. A ship is small, Base Move: 120 Max Pace: Spt MM Bonus: +30
cramped, and stuffed with people. If one tries to leave it, Hits: 600G Crits: SL AT (DB): 20(50)
they drown. This means that at sea, the ship is a crucible #Enc: 1 Treasure: — Bonus XP: J
of interpersonal conflict. One can’t knife a guy in a fight Attacks: 120HGr/180HBi
one night and then just never see him again. The ship Habitat: (—)-(—),FLOS,(—,—)-9
forces people to interact, and even the most concerted Outlook (IQ): Aggressive (AV)
effort won’t keep them apart for long. Description: The Lurker in the Deep is the terror of all
This makes interpersonal conflict hot and fast in a shipping. Long, with flippered legs and a great
ship. People need to resolve issues before they poison the serpentine neck, many mistake if for a sea monster.
entire crew. Tales of ships are tales of characters. They are They are unpleasantly surprised. The Lurker has
stories of the bellowing bosun and the shy middie. They black, glistening scales and teeth of semi-transparent
are tales of conflict and compromise, of arguments and ivory. Its head is a great mass of horns and teeth,
friendships. If a place as close as a ship, the line between tripping in saliva and ichor.
friends and enemies is very thin. Lifestyle: Lurkers are deep, destructive creatures, fueled by
a hatred of surface life. They live eating small whales
SEA MONSTERS and often kill the larger whales purely from spite. They
Tales of sea monsters go back to the dawn of sea seem to find the mixture of brass and oak in a ship
travel. Creatures lurk in the deeps, and sailors have particularly tasty. They like to tear a boat to pieces
known this since the beginning. Even today, scientists are from below, but will rise to attack the sailors if one
still discovering the truth behind many nautical yarns. strikes a strong enough blow.
But in a fantasy world, sea monsters are real. Sea Combat: Lurkers attack a ship below its waterline, tearing
dragons, serpents, and kraken are all out there, if not at the hull and keel. They can destroy a ship in
common place. Many can pull a ship down whole. Sea minutes, and so the wise crew distracts one as quickly
monsters shouldn’t be common, even in a fantasy game, as possible, drawing it’s attacks up onto the deck. This
but when they come, they should be something to strike turns the encounter from assured destruction into the
fear in the heart of a sailor. slimmest hope of success. At the very least, one of the
crewmembers might give it indigestion.

Rolemaster Quarterly 10 Issue #6


MAGIC ITEMS
Below you will find several magic items. Each is ready RING OF UNTYING
to use for the mariner on the go.
This appears to be a simple silver ring, sized to fit on
SHOES OF WATER WALKING the middle finger of anyone who tries to put it on. This
ring is smooth and perfectly polished, no matter how
These shoes appear as old, beaten deck shoes, with faded
much use and abuse it takes. It never takes a ding of chip.
brown leather and brass buckles. The soles have a magical
This ring grants a +25 bonus to rope mastery
grip, making it easier to walk on a heaving deck. This grants a
attempts to tie ropes. It also grants a +150 bonus to any
+10 bonus that can only offset a penalty caused by wild seas.
attempts to untie a rope. Most of the time, a character can
This isn’t, however, the primary function of the shoes.
untie a rope with a single tug. (any knot that would take a
The shoes grant the wearer the ability to walk on water.
Routine check if the person could get a good hand on it).
This affects the whole body, not just the feet, and would
allow the character to stretch out on the water. ENCHANTED PUMP
Unfortunately, this doesn’t allow characters to balance on
This pump is essentially an enchanted construct. It
water. While it might be possible to walk comfortably on a
looks like a normal 4-Man pump, but once in motion,
glassy sea, walking on normal seas is a Medium Difficulty Ag
the magic of the pump takes over. The pump continues to
Maneuver at best, Absurd at worst. Running on this kind of
operate after the men have released it. From that point
unpredictable surface is even more difficult. Sprinting is two
on, it continues pumping constantly at full volume. To
levels of difficulty worse, a Fast Sprint three, a Dash four.
stop the pump, all one must do is take over, then stop
CLIMBING GLOVE pumping themselves.
The enchanted pump is a godsend to a ship with a
This is a thin canvas glove, with wear holes on the
skeleton crew. For a damages ship with a skeleton crew,
fingers. If fits on the right hand, and will fit any person.
it can be all that stands between the ship and the
Sweat and salt stains mar its once-white surface. The
bottom of the ocean.
glove is fraying along the wrist.
This glove causes anyone who grabs a rope to fasten
securely. It allows a character a +10 bonus to climbing
where ropes are involved. A character can also use it to
slide down a rope, controlling their speed by increasing or
releasing pressure on the rope. This is so easy that it
requires no Maneuver.

WEATHER BELT
The weather belt is a wide, comfortable. It is made
from dull black leather, worn at the edges. It’s fastened with
a brass buckle and has metal loops for hanging tools. It’s
not very useful for stringing through loops. Instead, it’s
worn over the pants to hold weapons and equipment. WISE MAP
This item has a few different powers. First of all, it This appears to be a simple parchment map, depicting
allows the character to sense the currents of the weather. A the land and sea features of the area in an artistic and
character wearing the belt can sense changes in air pressure, beautiful painted style. The only thing obviously strange
taste the charge of storms in the air. Sense the level of about the map is the position of the ship, which is clearly
moisture. After wearing this belt for one month, the marked in the center of the map. Features of the map
character gains a +50 bonus to their Weather Watching skill. sometimes seem to change slightly in the corners of one’s
In addition, the belt grants the character the ability to eyes, as if wind blows trees and the waters flow.
operate easily in adverse weather. They can move through This map is very simple in usage. It is always at the
the wind, see through sleets of rain, hear over the cracks center of whatever’s depicted on its surface. As it moves
of thunder and the howling gale. This grants a +25 bonus through the world, it stays at the center and the
that only counters penalties to Awareness and Maneuvers landmasses and sea features move and change. This
caused by adverse weather. means that a navigator can plot a course on this map
Finally, the weather belt protects the character from with a +100 bonus. He need never take a sighting to fix
the weather itself. Winds don’t touch them as strongly. his position. The map depicts 250 miles in every direction,
The rain-drops sleet by without hitting their flesh. They so no navigation is necessary to travel to locations in this
gain a +50 to Resistance Rolls versus extremes in range, though it might take just a bit longer than a course
temperature (such as tropical or arctic conditions). in the hands of a trained navigator.

Rolemaster Quarterly 11 Issue #6


SCRYING COMPASS CEDAR PANTRY
This is an elegant golden compass with an ivory This is a portable pantry, too small to store all the
backing and an obsidian needle. It always gleams with ship’s food, but more than large enough for the captain’s
perfect polish, no matter what the wear and tear. The stores. The pantry will preserve any food placed inside
compass works just like a normal compass, except when from spoilage, keeping it fresh without salt. In addition,
its magic is activated. spoiled food placed inside will slowly turn good again,
To activate the compass, a character merely touches it over 24 hours. It has no effect on poison or venom.
and identifies a ship. This can be done by name or other The pantry if tall, carved in intricate leafy patterns.
qualifier, such as “Rilig’s ship,” “the closest ship,” or “the It’s stained in light colors with gleaming brass hinges. It’s
nearest Karienan ship.” The needle then points directly at perfectly constructed with a smooth, effortless motion to
the ship in question. It can be reset by touching the the door. A fine lock latches the pantry, closed by a
compass and saying “north.” gleaming golden key.
The scrying compass only works if the person
touching the compass could make the identification COOK STONE
through a glass. A ship’s name works perfectly. Rilig’s ship Fire is a great danger onboard any ship, and it’s far
would work if the ship has distinctive lines. The nearest worse for ships with gunpowder weapons. There are
enemy ship would work if enemy ships had an many traditions and regulation meant to circumvent
identifiable look. One couldn’t say, “the ship that has my these problems, but none better, for the magically
bosun,” if the person activating the magic didn’t know the inclined, than the cook stone.
ship well enough to identify it at a distance. This is a square stone, some foot and a half square
and very thin. It weighs five pounds and is virtually
RICHAM’S WHIPSTAFF indestructible. It’s constructed of sandwiched layers, one a
Richam’s Whipstaff is a magic item that’s attached to black obsidian stone, one a brilliant red sandstone. Both
the rudder of a ship in place of the normal whipstaff. Like are polished to a fine finish.The cook stone is activated by
a normal whipstaff, the helmsman then uses the staff to tapping the red portion with a metal implement three
steer the ship. The whipstaff grants a +10 bonus to any times. If the stone in lying on its obsidian side at the time
Maneuvers the helmsman makes to pilot the ship. (a safety feature), the red stone then heats to extreme
In addition, the whipstaff can be set to steer the ship temperatures. A good cook will find this more than
on its own. The helmsman need merely say, “hold course” enough to prepare meals and experts in its use quickly
and let go of the staff. It will keep the ship on the same learn that quick taps will heat it farther and slow taps will
course until someone touches the staff again. The cool it, giving the cook control over the temperature.
whipstaff can’t make course changes, it can only hold Three slow taps ends the enchantment.
steady. It can make corrections for wind and current,
should the ship be nosed out of position. RHEGOR’S SEXTANT
This gleaming sextant would be the prize of any
SLEEP HAMMOCK navigator. It grants a +50 bonus to all attempts at
Sleeping on a ship can be a difficult task to say the navigation, and is enchanted to allow the user to site along
least. Between noise, smell, and crowding, it’s all that a the stars even in cloudy weather or the brightest day.
man can do to sleep when utterly exhausted. The sleep
hammock is the answer.
This normal-looking hammock is made of springy
cord, allowing for a comfortable repose. The hammock is
mildly enchanted with a sleep spell. Anyone laying in this
hammock will have a good night’s sleep. They receive a –10
penalty to any attempts to wake up early, but they have no
problem waking up when it’s time for their watch.

WATER BEAD
This small glass bead is green in color, clear and
worn. It sparkles brilliantly in the light and glows with a
minor enchantment if examined with Power Perception.
If dropped into a barrel of water, the bead purifies it
over a one hour period. This eliminates all poisons, bacteria,
and the tarry taste most water develops after it’s in a barrel
for a time. If placed in a barrel of alcohol, it will turn to pure
water in two hours . . . an unpopular use to say the least.
Rolemaster Quarterly 12 Issue #6

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