Friday, 2 May 2025

Another Seaside Encounter

Thanks to the generous art contributions of Noble Hardesty, your PCs now have a few more reasons to avoid the oceans! Port cities provide opportunities for those on land, but they also provide opportunities for bold raiders riding the waves….

Captain John “Ironsides” Jellico: Init +2; Atk canon slam +5 melee (1d8+6) or fist +5 melee (1d6+6) or iron canon +4 ranged (60’range increment, 3d10); AC 16; HD 5d8+5 (35 hp); MV 20’or swim 20’; Act 1d20; SV Fort +4; Ref +2; Will +3; AL C.

Ogres are stupid, crass creatures overall, but Captain John Jellico, called “Cap’n Ironsides” by his crew, is a cut above his kin. Crass and cunning, Captain Jellico is far from the brightest on his crew, but none is so eager for command that they will fight the Captain one-on-one per the Pirate’s Code. And it is true that the ogre buccaneer has led them to some serious booty on daring raids along the sea lanes.

Captain John Jellico uses a canon that he is strong enough to carry and fire himself. He carries a pouch of a dozen three-pound iron balls for ammunition. Although it takes him a full minute to reload between shots, he is more than happy to use the canon as a melee weapon or strike opponents with a massive fist.

Since coming aboard, and more so since killing the previous Captain Spiner in a pirate’s duel, John Jellico has made the Catspaw feared and hated wherever it goes.




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