THE RECLAMATION OF THE ARCHIVES (April 26, 2026)
Today marks a definitive turning point in the history of ADVENTURES OF CAPTAIN HEDGES as we initiate a full-scale reclamation and revamp of the Port Chrox Master Archive. For too long, the intricate layers of this city—from the 8th-century Eastern discipline of the Vahn Dynasty to the brutal "Humans Only" purges of the Arctic Archwizards—have been scattered across disparate notebooks and digital fragments. Today, we are centralizing that power. We are digging 30 feet below the surface of the current docks, metaphorically and narratively, to ensure that the grit, the bronze, and the blood of the Tygerian Isles are preserved with absolute integrity. This isn't just a simple update; it is a meticulous audit of the "Bronze Age" purity that defines this setting. We are stripping away any unintended tech and reinforcing the timber and stone of a world where the Ether Dragons first tore open the sky. Every "chink" of text, every character roster, and every historical conflict is being shored up and fortified within these archives to ensure that when you step onto the docks of Port Chrox, you are stepping into a world that is as deep and dangerous as the Underachrox itself.
This massive undertaking is fueled by a singular goal: the International Talk Like a Pirate Day celebrations on September 19th. We are pushing the limits of our creative imagination to ensure that the Port Chrox Trading Hub, Sea Steads and Wave Riders, and the Achrox GM’s Guide. Some GM Scenarios and the Players Guide Play test material is down below, we are not just getting these ready, but we are doing the definitive guides for nautical adventures within the Tygerian isles located in the far west group of islands on Zimrala, our new world of Monsters Monsters RPG. We want all of you—the players, the GMs, and the intrepid Player Monster Adventurers (PMA)—to know exactly what is coming. We are building toward a mega-release that will include printed modules and sprawling campaign settings that bring the Pirate Wars to life on your tabletop. We are talking about a full-scale invasion of content that honors the legacy of Ken St. Andre and Steve Crompton while staking our own claim on the Tygerian Isles. From the tactical brilliance of Admiral Bengali’s naval maneuvers to the dark alchemy of Alfred’s black powder, we are preparing a haul of treasure that will be ready for the horizon this September.
As we revamp Port Chrox, we are also making sure that the narrative weight of the Four Purges is felt in every alley and tavern. We are documenting the reclamation led by Admiral Bengali, descendant of the Protector, as he carries out the mandate of Emperor Rajah Gundam to end the pirate raids forever. This is about more than just game mechanics; it’s about a living, breathing history that you can touch. We are putting in the work now—the long hours of writing, the grammar checks, and the narrative shoring-up—so that when the International Pirate celebrations hit, you have a polished, compelling, and brutal world to explore. The Shreveport Cabin is buzzing with this energy today as we link the past of the Vahn Dynasty to the future of the Tygerian Navy. The Master Archive is being reborn, and we are inviting all of you to stand on the deck with us as we sail toward the most ambitious release in the history of the Adventures of Captain Hedges. The tide is rising, and the reclamation of Port Chrox has officially begun.
1. Introduction
The Hook: Port Chrox was not born of piracy, but of ancient Eastern discipline. In its infancy, the port was ruled by the Tygerian Overlord Adhyaksha Charox-Vahn: The Great Overseer of Charox. He was supported by his younger brother and "Military Protector," Goptri-Vraka-Vahn—a name implying a "Military Protector" with a sharp, predatory sound. They arrived from Earth’s 8th-century India and Japan via the Ether Tunnels, bringing their people, their architecture, and their martial order to Zimrala. For 3,500 years, the Vahn dynasty held the port, establishing a foundation of honor and structural dominance that shaped the coast of Achrox.
The Problem: They settled down and ruled the port from G.A. 2000 to 5500, but as the centuries wore on, the bloodline grew greedy and weak. The later Vahn Lords began to value gold and material goods over the city's populace and welfare. This internal corruption made the city vulnerable, allowing the dynasty to be displaced and replaced by a rising tide of the Pirate Lords of Port Chrox. This era, starting around 5500, saw the harbor flooded with pirates, sea creatures, and monsters spilling through the Ether Tunnels of the Ether Dragons. The once-ordered docks became a lawless frontier, eventually falling under the shadow of the "Humans Only" purges that sought to erase the Tygerian legacy entirely.
The Solution/Promise: Today, that era of exclusion and pirate greed is meeting its end. I am documenting the full written account of the Four Purges and the rise of Admiral Bengali, the direct blood-heir of the "Military Protector" Goptri-Vraka. Raised in Kings Port and backed by the mandate of Emperor Rajah Gundam, Bengali is leading the charge to reclaim the Vahn legacy for The Adventures of Captain Hedges. Through this guide, you will see the restoration of the Tygerian Navy and the dismantling of the pirate fleet raids that have plagued the sea for generations.
2. The Layers of History
The Age of Piracy and the Ether Influx
Starting around 5500, pirates, sea creatures, and monsters from Earth and from other worlds and universes began to appear on Zimrala via the Ether tunnels. Those that could survive became the greatest monsters on the planet. Eventually, a council of human Pirates, moon-elves, and representatives of the PIRATS COURT from EATHS PIRATE DAYS HAVE SIZED CONTROL.
The First and Second Purges
The First Purge (1354 GR): The arctic archwizard MAGNHILDUR overthrew the council using Jotener Giant Mercenaries, plus blackmail, and her Assassins/Thieves guilds. She did not act alone; she bolstered her ranks by bringing in the ruthless Sea Peoples and the cutthroat Pirate fleets, integrating them into her Archmage’s Army to ensure total control of the harbor. She appointed the Jötunheimr (Giants R Us?) as peacekeepers and, with the combined might of her giants, pirates, and sea-dwellers, enacted the policies prohibiting the presence of non-humans within the walls.
The Second Purge: This era ended when the Tygerian hero Adhipashya-Ryl Vahn: The All-Seeing Lord of the Port, a descendant of Adhyaksha Charox-Vahn, took back the port from Magnhildur and cleansed the city of the Archwizard’s influence, pushing back the tide of her pirate and sea-folk allies.
3. The Great Conflict
The Third Purge: Sigríður’s War Over a century later, the Pirate Council appointed SIGRÍÐUR ("Beautiful victory"). She amassed a terrifying army of Jötunheimr mercenaries and, backed by the TOWER GUARD, MAGE GUILD, and ASSASSINS THIEVES GUILD, she moved to crush the Tygerian presence. Her forces were further bolstered by the ruthless Sea Peoples and the cutthroat Pirate fleets, creating an unstoppable tide of steel and magic that defeated the Tygerian garrison outside the city. Once she seized control, the Third Purge began. All monstrous races were brutally expelled from the city or tossed into the Gladiator Arena—a place of blood and death that is currently not shown on any official map. Sigríður’s rule was absolute, turning the port into a human-only bastion ruled by fear and Jötunheimr iron.
The Fourth Purge: Bengali’s Reclamation Currently, the Fourth Purge is coming, and it is led by Admiral Bengali. He is a direct descendant of the younger brother Goptri-Vraka, the original "Military Protector" of the Vahn line. Raised and trained with predatory discipline in the capital city of Kings Port on the Tygerian Isle of Tygeria, Bengali worked his way up through the ranks of the Tygerian Navy to become the Admiral of the Fleet. Driven by his family legacy, he has convinced the Current Emperor Rajah Gundam to authorize a total reclamation of Port Chrox. His mission is clear: break the Pirate King’s hold, stop the pirate fleet raids and the Sea Peoples' incursions forever, and restore the Vahn legacy to its rightful place on the coast.
4. Overview and Background

The Frontier Hub Port Chrox is the main supply port of the Tygerian Isles, serving as the vital lifeline for the entire region. What the history books often gloss over is the sheer grit required to keep such a lawless place from sliding into total chaos. Admiral Bengali is currently leading the charge to safeguard this critical harbor with the might of the Tygerian Navy, standing as the primary wall against pirate incursions.
Supporting this effort is Alfred the Alchemist, who has established himself as an inventor of high renown. From his laboratory, he produces the black powder and specialized weaponry essential for the Navy’s defense, while also buying and selling the rare herbs and potent potions required to survive the Tygerian wilds.
The political and economic heart of the port, however, beats within the Tygerian Trade House. It is led by Tygress the Tygerian, a figure of immense influence who is as persuasive in her negotiations as she is attractive. She is widely considered a leader among the various factions in Port Chrox, weaving a complex web of commerce and intrigue that keeps the region’s economy stabilized even as the Fourth Purge looms on the horizon.
But the port is more than just the Navy and the Trade House. The streets are lined with essential businesses that keep the gears of the island turning. His Lady is Merchant Princess a Tigerian Female named Lilian (Lily for short) runs the Tygerian Tarde House and her own specialized operations, acting as a crucial node in the port’s social and intelligence network; her influence reaches into corners of the city that even the Admiral’s guard can’t touch. Along the docks, you'll find the Shipwrights shoring up the hulls of merchant cogs and Tygerian triremes, while the Blacksmiths work day and night to keep up with the demand for bronze-age steel. The local Taverns and Inns serve as the melting pot for PMA (Player Monster Adventurers) and sailors from across Zimrala, where rumors of the Old City ruins are traded over mugs of ale. These businesses form the backbone of the Frontier Hub, providing the infrastructure for the coming reclamation.
5. Conclusion
Summary: Port Chrox is a city of layers—built on ancient Vahn discipline, scarred by the greed of descendants and the purges of Archwizards, and now the site of a righteous reclamation. From the 8th-century roots of Adhyaksha Charox-Vahn to the predatory discipline of Admiral Bengali, the history of this port is written in the struggle between Tygerian order and the chaos of the Pirate Lords.
Final Takeaway: The "Humans Only" era is meeting its end under the mandate of Emperor Rajah Gundam, but the danger remains. Whether you are a refugee from Troll World seeking sanctuary or a Tygerian Marine shoring up the causeways, the "Old City" 30 feet below is waiting to swallow you whole. The reclamation has begun, but in Port Chrox, the ruins always have the final say.
6. Call to Action (CTA)
Ready to Board? The Port Chrox Trading Hub and Achrox GM’s Guide arrive this September for International Talk Like a Pirate Day. The tides are shifting, and the call for the Fourth Purge has been sounded from the throne of Emperor Rajah Gundam. Will you fight for Admiral Bengali’s Reclamation and restore the Vahn legacy, or will you stand with the Pirate King and defend the lawless frontier? Choose your side and prepare for the release—Zimrala is waiting.
In the world of The Tygerian Isles on Zimrala, PMA stands for Player Monster Adventurer.
While standard games often focus only on the "Human" perspective, Monsters! Monsters! and The Adventures of Captain Hedges center on the fact that monsters have stories, too. Whether they are refugees from Troll World or indigenous creatures of the Tygerian Isles, a PMA is any non-human entity that players can step into to explore, fight, and survive.
In our current look at Port Chrox, the PMA players are often the ones lurking in the Underrealms of Achrox or fighting to prove their worth in a city that has spent centuries trying to purge them.
Here are the Unofficial Playtest Archetypes: The Heroes of Port Chrox
I. TYGERIAN SPECIALISTS
1. The Tygerian Sea-Master (Tygerian Officer)
ROLE: These are the veteran leaders of the Tygerian Navy, serving under Admiral Bengali’s predatory discipline. Trained to reclaim the Vahn legacy, they act as the tactical anchor of any boarding party. In the "Night of Fire," they are the field commanders who ensure the Grenadiers and Musketeers move with synchronized precision to retake the docks.
STR: x5 | CON: x6 | DEX: x1 | SPD: x1 | LK: x0.75 | INT/IQ: x1 | WIZ: x5 | CHR: x2 |
Special Ability: Naval Command. Adds Level to Total Combat Adds of the boarding party for one round.
Naval Command. Once per combat, the Sea-Master adds their Level to the Total Combat Adds of their entire boarding party for 1D6 rounds.
Bronze Age Gear: Bronze Falcata (Curved Sword), Bronze Breastplate, The "Scope of the True Meridian," and a Tygerian Naval Whistle.
Special Ability: Naval Command. Adds Level to Total Combat Adds of the boarding party for one round.
Naval Command. Once per combat, the Sea-Master adds their Level to the Total Combat Adds of their entire boarding party for 1D6 rounds.
Bronze Age Gear: Bronze Falcata (Curved Sword), Bronze Breastplate, The "Scope of the True Meridian," and a Tygerian Naval Whistle.
2. The Vahn-Legacy Vanguard (Tygerian Elite)
ROLE: These elite warriors are the living embodiment of 8th-century martial discipline, dedicated to the restoration of the Vahn Dynasty’s honor. Serving as the heavy frontline of Admiral Bengali’s reclamation force, they are trained to be the unstoppable shield that breaks the Pirate King’s line. In the "Night of Fire," they lead the charge through the Great Gate, standing firm against any blades or black-powder that stand in the way of the Tygerian return.
Special Ability: Vahn’s Discipline. Due to their ancestral training and heavy segmented armor, they ignore the first 3 points of non-magical damage in every round of combat.
STR: x5 | CON: x6 | DEX: x1 | SPD: x1 | LK: x0.75 | INT/IQ: x1 | WIZ: x5 | CHR: x2 |
Special Ability: Vahn’s Discipline. Ignores the first 3 points of non-magical damage every round.
Bronze Age Gear: Heavy Bronze Spear, Segmented Bronze Plate Armor, Silk Sash of the Vahn Dynasty, and Martial Arts Hand-wraps.
II. HUMANS! HUMANS! ARCHETYPES
1. Archetype: The Tygerian Trade-House Agent (Fixer)
The Trade-House Agent is the "invisible hand" of the Tygerian Empire. While the Bronze Legion breaks gates, the Fixer ensures the city is already bought and sold. Using their high charisma and the innate Tygerian ability to shapeshift, they infiltrate the highest circles of power or the lowest slums to manipulate the flow of war.
1. Core Attributes (Tygerian Social Build)
Multipliers: STR: x5 | CON: x6 | DEX: x1 | SPD: x1 | INT: x1 | WIZ: x0.5 | CHR: x2 | LK: x0.75
Natural Armor: As per Tygerian base.
2. Core Abilities
Shapeshift: As a Tygerian, you can assume the physical form of any humanoid you have observed. This includes voice and height, making you the ultimate spy for the Vahn Legacy.
Persuasive Intel: With a successful CHR roll, you can bribe, blackmail, or talk your way into a strategic advantage. This effectively reduces the Universal Deadliness Rating (UDR) of the next encounter by 1.
Ink of Anticipation: A magical ink that, when used to write a contract, subtly changes the wording to favor the Agent 24 hours after it is signed.
3. Signature Gear
Hidden Bronze Stiletto: A small, concealable blade (Damage: 2D4). This weapon gains +5 Combat Adds when used during a surprise attack.
Silk Embroidered Robes: Provides 0 Armor, but grants Advantage on all social checks with nobles, merchants, and high-ranking officials.
Trade House Seal: A heavy bronze ring that grants legal immunity and authority in Tygerian-controlled ports.
4. Combat Style: The "Ghost in the Ledger"
The Infiltrator: They don't fight on the sea wall; they are already in the Governor's office when the first cannon fires.
The Disruptor: Using shapeshifting, they can impersonate enemy officers to issue conflicting orders, sowing chaos before the Tygerian Marines even land.
The Asset: On a pirate crew, the Fixer is the one who finds the black-market buyers for stolen goods and keeps the local guards' pockets lined with enough bronze to look the other way.
2. Archetype: The Egyptos Trade-House Agent (Fixer)
While the Tygerian agents use their blood to shift forms, the Egyptos Humans rely on iron-clad nerves and a legendary streak of luck. These are the master negotiators and black-market kingpins who keep the trade routes open between the Egyptos territories and the Tygerian Isles. They aren't just spies—they are the ones who know where every coin is buried and who owes whom a favor.
1. Core Attributes (Egyptos Human Optimized)
Multipliers: STR: x1.25 | CON: x1.25 | DEX: x1 | SPD: x1 | CHR: x2 | IQ: x1.25 | WIZ: x1.25 | LK: x1
Natural Armor: None (Relies on wit and "Second Chances").
2. Main Special Ability: Second Chance (SR)
Egyptos Fixers are notoriously hard to pin down. Once per session, when the Agent fails a Saving Roll (SR)—whether it’s to dodge a trap, resist a poison, or land a killing blow—they may immediately reroll the attempt. They take the better of the two results as their "Egyptos Luck" kicks in at the perfect moment.
3. Support Abilities
Persuasive Intel: With a successful CHR roll, you can leverage secrets or silver to reduce the Universal Deadliness Rating (UDR) of the next encounter by 1.
The "Egyptos Reach": Due to your extensive network, you can find a "friendly" contact or a secure safehouse in any port city with a successful IQ roll.
4. Signature Gear
Hidden Bronze Stiletto: A small, concealable blade (Damage: 2D4). Gains +5 Combat Adds when used during a surprise attack.
Silk Embroidered Robes: Grants Advantage on social checks with nobles and high-end merchants.
Egyptos Merchant Ledger: A book protected by a minor ward. It contains encoded contacts and debts that, if revealed, could topple a local governor.
5. Combat Style: The "Lucky Survivor"
The Negotiator: In combat, the Egyptos Fixer is often the one shouting for a parley, using their high CHR to distract enemies while their allies move into position.
The Escape Artist: When things go south, their Second Chance ability is usually used to escape a grapple or dodge an incoming musket shot.
The Shadow Boss: In a pirate crew, the Egyptos Agent doesn't want the captain's chair—they want the keys to the treasure chest and the loyalty of the quartermaster.
3. Archetype: The Egyptos Marine
The Egyptos Marine is the armored heart of the Tygerian navy. A master of bronze-age technology and imperial discipline, they turn the chaotic decks of pirate vessels into structured killing fields. They rely on their massive CHR (x2) to lead and their CON (x1.25) to outlast the most grueling boarding actions.
Attributes:
STR: x1.25 | CON: x1.25 | DEX: x1 | SPD: x1 | LK: x0.75 | INT: x1.25 | WIZ: x1.25 | CHR: x2
Core Abilities
Phalanx Maneuver: You gain +5 Combat Adds when adjacent to an ally. This represents your training in interlocking shields and coordinated thrusts.
Aegis Protection: Once per round, you can choose to take the damage intended for an adjacent ally.
Sea-Legs: You cannot be knocked prone by natural ship movement or waves.
Signature Gear
Bronze Xiphos: Leaf-shaped shortsword (Damage: 2D6+2).
Large Hoplon Shield: Bronze-faced circular shield (+4 Armor, 1D6 Shield Bash).
Linothorax: Stiffened linen and bronze scales. High protection with minimal weight.
4. Archetype: The Bronze Legion Myrmidon
The Bronze Legion is the Tygerian Empire's "heavy-shock" marine force. These are not just soldiers; they are bio-engineered or divinely blessed juggernauts designed to be the first over the wall and the last ones standing. With massive physical multipliers, they function as living siege engines who treat enemy fire like a summer rain.
Multipliers: STR x5 | CON x6 | DEX x1 | SPD x1 | INT x1 | WIZ x0.5 | CHR x2 | LK x0.75
Core Abilities
Juggernaut Frame: Due to your massive STR and CON, you can dual-wield two-handed weapons or carry a "Great-Hoplon" (a shield twice the size of a standard one) without speed penalties.
Unstoppable Momentum: You cannot be stopped by difficult terrain or magical snares. If you move in a straight line for at least 10 feet, your next attack deals Double Damage.
Bronze Blood: You have Resist Physical 10+ naturally. Your skin has a metallic sheen that deflects blades and small-caliber projectiles.
Signature Gear
Legion Doru: A massive, bronze-tipped spear (Damage: 4D6 + STR bonus).
Great-Hoplon: A towering shield that provides total cover to you and partial cover to anyone standing directly behind you.
Muscle Cuirass: Solid bronze plate molded to the wearer’s physique. (Highest Armor Rating available for Tygerian Infantry).
Combat Style: The "Iron Wall"
The Breacher: They don't look for doors; they make them. In a naval boarding action, the Myrmidon is the first one across the gangplank.
The Anchor: In a "Night of Fire" scenario, the Myrmidon stands in the center of the street, drawing all fire so the Musketeers and Grenadiers can do their work.
5. Archetype: The Moon Elf Lunar Corsair
This archetype is a Warrior-Wizard hybrid. They do not wear heavy armor, relying instead on a "Warding Dance" that makes them nearly impossible to hit while their blade is drawn.
In the world of Zimrala, the Moon Elf Sword-Mage (often called a Bladesinger or Lunar Duelist) is the perfect aristocratic counterpart to the chaotic Dwon Inferno-Corsair. While the Dwon uses brute fire and demolition, the Moon Elf utilizes grace, teleportation, and "cold" lunar magic.
Archetype: Moon Elf Corsair Sword-MageThis is an aristocratic "Spell-Blade" build. They are faster and more magically potent than almost any other seafaring race, specializing in high-speed duels and counter-spelling.
1. Core Attributes (Moon Elf Optimized)Attributes: STR ×1.33, CON ×0.66, DEX ×1.33, SPD ×1, INT ×1.5, WIZ ×1.5, CHR ×2, LK ×1.5.Natural Armor: None (Relies on SPD and Warding).
Special Trait: - Astral Sight: You can see through magical darkness and invisibility as if it were dim moonlight.
- Magic Resistance: You take half damage from all hostile spells and have a high chance to shrug off magical status effects (Paralysis, Sleep, etc.).
- The Iron Penalty: Due to their lunar nature, Moon Elves take double damage from weapons made of Cold Iron.
2. Special Abilities (The "Sword-Mage" Kit)- Arcane Fencing: Because of your 1.5 WIZ and 1.33 DEX, you may use your Wizardry score instead of Strength to calculate your "to-hit" bonuses with finesse blades (Rapiers, Sabers, Scimitars).
- Astral Step: Using your high Luck (1.5), once per encounter you can "glitch" through space, automatically dodging one physical attack that would have hit you.
- Blade-Bond: You perform a 1-hour ritual to bond with a single sword. This weapon cannot be disarmed, and you can summon it to your hand from up to 60 feet away as a free action.
- Moonlight Warding (Passive): As long as you are holding a bladed weapon and wearing light or no armor, you add your WIZ modifier to your Armor Class (or equivalent protection).
- Silver-Tongued Captain (CHR x2): Your natural presence is overwhelming. You gain Advantage on all Command or Intimidation checks made against a crew during naval combat.
- Spell-Dance (Passive): You do not take penalties for casting spells while in melee combat. Your fluid movements integrate somatic components into your sword swings.
3. Signature Gear: - The Moon-Sliver Saber
- Type: Magic Bonded Weapon.
- Damage: 4D6 + (WIZ modifier).
- Special Effect: This blade is weightless in the hands of its owner. You can make two attacks per round instead of one, provided you are not wearing heavy armor.
4. Sword-Mage Innate "At-Will" Spells
"Battle-Cantrips"As a Sword-Mage, you weave these into your melee strikes: These spells are powered by your WIZ and focus on mobility and precision.- Frigid Riposte: When an enemy misses you in melee, you can unleash a burst of lunar cold, dealing 1D6 Cold Damage PER LEVEL and reducing their Speed by half.
- Gravity Anchor: You touch the deck of a ship. For 1 minute, you and your allies cannot be knocked prone or thrown overboard by waves or wind.
- Lunar Edge: You wreathe your bonded blade in pale blue light. For the next minute, your sword ignores non-magical armor and deals an extra 1D6 Magic Damage.
- Lunar Flare: You thrust your sword upward, emitting a blinding flash of silver light. All enemies within 10ft must check against their LK or be blinded for 2 rounds.
- Mirror Image: You create 1d3 illusory duplicates of yourself that mimic your movements, making it difficult for enemies to know which "you" to attack.
- Spell-Shatter: Using your Magic Resistance, you can strike an active spell effect (like a fire wall or a magical shield) with your blade to dispel it instantly.
- Phase-Step: You instantly teleport up to 15 feet to an unoccupied space you can see. You often use this to appear behind an opponent just as you strike.
- Phase-Strike: As you swing your blade, your arm turns ethereal. This attack ignores physical shields and non-magical armor.
5. Combat Style: The "Flash of Silver"While the Dwon is a tanky destroyer, the Moon Elf is a Precision Striker. The Opening: They use their high CHR to demand a surrender.- Combat Style: The "Elegant Ghost"
- The Defense: They stay mobile. If a spellcaster tries to stop them, their Magic Resistance allows them to walk through the spell and deliver a Spell-Shatter strike.
- The Defender: On a pirate crew, the Moon Elf is the "Interceptor." They use their high SPD and Frigid Riposte to stop boarders from reaching the ship's wheel.
- The Duelist: Unlike the Dwon who wants to blow up the whole ship, the Moon Elf wants to kill the Captain. They use Phase-Step to bypass the crew and strike directly at leadership.
- The Execution: If refused, they use Phase-Strike to eliminate the enemy's most armored champion in the first round.
- Astral Sight: You can see through magical darkness and invisibility as if it were dim moonlight.
- Magic Resistance: You take half damage from all hostile spells and have a high chance to shrug off magical status effects (Paralysis, Sleep, etc.).
- The Iron Penalty: Due to their lunar nature, Moon Elves take double damage from weapons made of Cold Iron.
- Arcane Fencing: Because of your 1.5 WIZ and 1.33 DEX, you may use your Wizardry score instead of Strength to calculate your "to-hit" bonuses with finesse blades (Rapiers, Sabers, Scimitars).
- Astral Step: Using your high Luck (1.5), once per encounter you can "glitch" through space, automatically dodging one physical attack that would have hit you.
- Blade-Bond: You perform a 1-hour ritual to bond with a single sword. This weapon cannot be disarmed, and you can summon it to your hand from up to 60 feet away as a free action.
- Moonlight Warding (Passive): As long as you are holding a bladed weapon and wearing light or no armor, you add your WIZ modifier to your Armor Class (or equivalent protection).
- Silver-Tongued Captain (CHR x2): Your natural presence is overwhelming. You gain Advantage on all Command or Intimidation checks made against a crew during naval combat.
- Spell-Dance (Passive): You do not take penalties for casting spells while in melee combat. Your fluid movements integrate somatic components into your sword swings.
- The Moon-Sliver Saber
- Type: Magic Bonded Weapon.
- Damage: 4D6 + (WIZ modifier).
- Special Effect: This blade is weightless in the hands of its owner. You can make two attacks per round instead of one, provided you are not wearing heavy armor.
- Frigid Riposte: When an enemy misses you in melee, you can unleash a burst of lunar cold, dealing 1D6 Cold Damage PER LEVEL and reducing their Speed by half.
- Gravity Anchor: You touch the deck of a ship. For 1 minute, you and your allies cannot be knocked prone or thrown overboard by waves or wind.
- Lunar Edge: You wreathe your bonded blade in pale blue light. For the next minute, your sword ignores non-magical armor and deals an extra 1D6 Magic Damage.
- Lunar Flare: You thrust your sword upward, emitting a blinding flash of silver light. All enemies within 10ft must check against their LK or be blinded for 2 rounds.
- Mirror Image: You create 1d3 illusory duplicates of yourself that mimic your movements, making it difficult for enemies to know which "you" to attack.
- Spell-Shatter: Using your Magic Resistance, you can strike an active spell effect (like a fire wall or a magical shield) with your blade to dispel it instantly.
- Phase-Step: You instantly teleport up to 15 feet to an unoccupied space you can see. You often use this to appear behind an opponent just as you strike.
- Phase-Strike: As you swing your blade, your arm turns ethereal. This attack ignores physical shields and non-magical armor.
- Combat Style: The "Elegant Ghost"
- The Defense: They stay mobile. If a spellcaster tries to stop them, their Magic Resistance allows them to walk through the spell and deliver a Spell-Shatter strike.
- The Defender: On a pirate crew, the Moon Elf is the "Interceptor." They use their high SPD and Frigid Riposte to stop boarders from reaching the ship's wheel.
- The Duelist: Unlike the Dwon who wants to blow up the whole ship, the Moon Elf wants to kill the Captain. They use Phase-Step to bypass the crew and strike directly at leadership.
- The Execution: If refused, they use Phase-Strike to eliminate the enemy's most armored champion in the first round.
6. Playtest Archetype: The Dwon Inferno-Corsair (Dwon/Demon Hybrid)
"The Tygerians want the docks. The Pirates want the gold. I just want to watch the rigging melt." — Scorch, Saboteur of the Sunken Quarter.
The Role: The Inferno-Corsair is the ultimate naval saboteur and mage-warrior. Standing only three feet tall, these Dwon hybrids are designed to board vessels through walls of fire and smoke that would kill any other sailor. They are "Living Torches" who use their prehensile tails to swing through burning rigging while broadcasting telepathic dread to their enemies. In the "Night of Fire," they are the ones crawling through ventilation shafts or setting themselves ablaze to act as a distraction while the main force strikes.
Multipliers: STR x2 | CON x5 | DEX x1 | SPD x1 | INT x1 | WIZ x1.5 | CHR x2 | LK x0.5 (Natural Armor: 3 points of demonic hide)
Special Abilities:
Absolute Flame Immunity: Zero damage from non-magical fire; Resistance to magical fire.
Prehensile Barb-Tail: Advantage on Climbing/Balance; allows "hands-free" casting while hanging from rigging.
Universal Telepathy: Understand any sentient creature within 60ft; can broadcast "Heat/Fear" to intimidate.
Fire-Blood: Biting or grappling a Dwon deals 1D4 Fire Damage per turn to the attacker.
Innate "At-Will" Spells:
Cinder-Bolt: 2D6 fireball (60ft range).
Smoke-Screen: 20ft cloud of soot; Dwon can see through it, enemies cannot.
Heat-Stroke: Searing metal armor deals 1D10 damage and forces dropped gear.
Ignite Rigging: Instantly sets sails, ropes, or wood on fire within 100ft.
Starting Gear:
Battle Staff of Fire: (3D6 + STR) damage. On a "Natural 6," target catches fire (1D6/round). Increases Cinder-Bolt damage to 2D6.
The Saboteur’s Flask: Highly flammable oil for the "Living Torch" maneuver.
Weaknesses:
Water Vulnerability: Submersion extinguishes fire abilities for 1D4 rounds.
Moon-Elf Enmity: Disadvantage on CHR checks vs. Moon Elves (attack on sight).
7. Archetype: The Black-Powder Grenadier
The Tygerian Black Powder Corps (Playtest Archetypes)
Base Modifiers (All Grenadiers): ST x1.0 | IQ x1.5 | LK x1.25 | CON +2 | DEX x1.5 | CHR x0.75 | SPD x1.0 | WIZ +3 Core
Ability: Alfred’s Gift. All Grenadiers can hurl a 3D6 damage black-powder pot (10-ft radius). Damage is added to the party total. Triple 1s on damage dice results in a misfire (3D6 damage directly to the Grenadier, ignoring armor).
Base Gear: Bronze Dagger (2D6+1), Leather Apron (3 hits), 3x Alfred's Volatile Pots, Flint and Steel, Protective Bronze Goggles (+1 to LK saves vs. blindness).
1. The Pistoleer (Deck-Clearer) Role: The master of close-quarters boarding actions. Usually the first over the rail.
Specialty Modifiers: DEX x2.0 | SPD x1.5 | CHR x1.25 Signature Gear: A brace of two Bronze Pistols (3D6 each).
Special Abilities:
- Snapshot Can fire a pistol in the same round as a melee attack, but the pistol shot is at -2 DEX. (Fire pistol in melee at -2 DEX);
- Twin-Shot: The Pistoleer adds an extra +2D6 to the party’s HPT (Highest Point Total) every round, representing firing while fighting.
- Quick-Load (Reload one pistol per round while fighting); Because of their high DEX, they can reload one pistol per round while still contributing their melee adds to the combat pool.
- Point-Blank If the party wins the round by 20+ points, the Pistoleer may choose one specific enemy to take 1D6 extra damage that ignores armor. (If winning by 20+, deal 1D6 extra armor-ignoring damage to one target).
2. The Musketeer (Line Infantry / Sharpshooter) Role: Long-range protector of supply lines. Essential for picking off Sea People raiders.
Specialty Modifiers: ST x1.5 | CON x3 | LK x1.5 Signature Gear: Long-Barrel Musket (5D6 damage, Range 100ft).
Special Abilities:
- Volley Fire If three or more Musketeers fire at the same target, they add +1D6 per shooter to the total damage (+1D6 per shooter if 3+ Musketeers fire together);
- Brace for Impact Due to their high CON and ST, they ignore the first 2 points of "Spillover" damage if their side loses a combat round. (Ignore first 2 points of "Spillover" damage);
- Armor Piercing he heavy lead ball from the musket ignores the first 2 points of any enemy’s armor (natural or worn). (Musket ball ignores 2 points of armor);
- Long-Sight (Long-Sight: In the first round of any combat initiated at a distance, the Musketeer adds their full IQ score as extra adds to the party total. (Add full IQ score as adds to the first round of distance combat).
3. The Artificer (Alchemist) Role: The scientist who "tunes" the powder mash.
Specialty Modifiers: IQ x2.0 | WIZ +5 | DEX x1.1 Signature Gear: Master-Work Volatile Pots (4D6).
Special Abilities:
- Enhanced Formula (Their version of Alfred's Gift deals 4D6 damage instead of 3D6.);
- Elemental Spark By spending 2 WIZ points, the Artificer can change the damage type of their pots (e.g., Sticky Fire, Choking Smoke, or Blinding Flash). (Spend 2 WIZ to change damage to Sticky Fire, Choking Smoke, or Blinding Flash);
- Field Repair They can fix any jammed black-powder weapon in the middle of combat by making a Lvl 1 IQ Save.(Lvl 1 IQ Save to fix any jammed black-powder weapon in combat).
4. The Bombardier (Demolitionist) Role: Specialist in high-yield destruction and survival.
Specialty Modifiers: LK x1.5 | CON +4 | SPD x1.25 Signature Gear: Oversized Bandolier (6x Volatile Pots).
Special Abilities:
- The Lucky Fuse The Lucky Fuse: The Bombardier may re-roll any single "1" rolled on a pot's damage dice. This significantly lowers the chance of a triple-1 misfire.(Re-roll any single "1" on pot damage dice);
- Blast Shield They take half-damage from any explosions (their own or others).(Take half-damage from explosions);
- Chain Reaction (If they spend 1 round "Setting a Charge," they can combine 3 pots to deal 10D6 damage to a structure (like a gate or a ship’s mast) in the following round. OR Spend 1 round setting a charge to combine 6 pots for 20D6 damage to structures).
5. The Gunnery Officer (The Heavy Hitter)
Role: The person responsible for maintaining the cannons of Port Chrox—the heavy-hitter using the "Big Metal."
Specialty Modifiers: ST x2.0 | CON x5 | SPD x0.8 | IQ x1.5
Signature Gear: The "Twin-Roarer" (Double-Barrel Shotgun, 4D6/8D6) OR Hand-Cannon (6D6, Level 1 ST Save or fall prone).
Special Abilities:
- Iron Grit (When stationed behind a fixed defense (like a ship's rail), they subtract 10 points from any damage they take in a round. So Subtract 10 damage when behind fixed cover);
- Swivel-Master (Can operate the 8D6 Swivel Deck Cannon).
- Reload Penalty: If both barrels of the Twin-Roarer are fired, the Officer adds 0 dice to the pool for the next 2 rounds while reloading.
- Recoil Master: If firing the Hand Cannon, must make a Level 1 ST Save or be knocked prone (lose DEX/SPD adds next round).
6. The Gunnery Artificer (Siege Master) Role: Master of ballistics and heavy siege engines.
Specialty Modifiers: IQ x2.0 | DEX x1.25 | WIZ x1.0
Signature Gear: Hand-Mortar (4D6 AOE weapon), Tool Kit, Calipers.
Special Ability:
Master of Ballistics (Can spend 1 round to double range or add +2D6 damage to any ship-mounted cannon or heavy ballista).
Zimrala Bronze Age Black-Powder Rules
The "Volatile Mash" Technical Rules
- The Humidity Penalty: If the Grenadier is fighting in the Tygerian Isle jungles, a heavy sea mist, or the Underrealms, the powder becomes "Damp." The misfire range increases to triple 1s or triple 2s.
Submersion Rule: If a black-powder weapon or pot is fully submerged in water, it is useless. It requires a successful Lvl 1 IQ roll and a heat source to "dry the prime" before it can be used again.
The "Slow Burn" Fuse: In the Bronze Age, fuses are unreliable. If a player rolls a double 1 on a pot throw (but not a triple), the pot doesn't explode this round. It will explode at the end of the next combat round, allowing enemies a chance to kick it away or flee (Luck SR to avoid).
Chain Reaction: If a character is carrying more than 3 Alfred’s Pots and takes unreduced Fire damage or is hit by a critical explosion, they must make a Luck SR. Failure means their own bandolier ignites, dealing the combined damage of all carried pots to themselves and anyone in a 10-ft radius.
Bronze Foul: After three shots, a musket or pistol becomes "fouled" with black soot. The user takes a -2 DEX penalty to all further shots until they spend one full round cleaning the barrel with a rod and oil.
Smoke Screen: In a confined space (like a tunnel or ship’s cabin), every two black-powder shots fired creates a Smoke Cloud. This imposes a -3 penalty to all ranged attacks and DEX saves for everyone in the room unless they have Protective Bronze Goggles.
III. MONSTERS! MONSTERS! (PMA) ARCHETYPES
7. Archetype: The Underrealm Delver (PMA / Black Market Smuggler)
The Delver is the "Ghost of the Docks," a villainous survivor who thrives in the lightless, flooded gutters of Port Charox. While the Tygerians march in the sun, the Delver moves the "Glow-Powder" and illegal steel that fuels the resistance. They are masters of the "Triple-Trade"—part thief, part assassin, and part tunnel-fighting swashbuckler.
Attributes Multipliers: STR x1.25 | CON x1.5 | DEX x2.0 | SPD x1.5 | IQ x1.0 | CHR x0.5 | LK x2.0 | WIZ x1.0
Special Ability:
- Echo-Location As a creature of the deep dark, you suffer zero penalties for fighting or moving in total darkness. Additionally, with a successful Luck roll, you can sense "Forgotten Horrors" or Tygerian patrols through walls or around corners before they see you.
The Specialist's Choice (The Villainous Path): At character creation, the player chooses one of the following roles:
The Thief: Advantage on bypassing Vahn-era traps/locks; carry double contraband weight.
The Thief: Advantage on bypassing traps/locks; carry double contraband without encumbrance.
The Assassin: Strikes from shadows deal triple damage; master of poisoned blades.
The Assassin: First strike from shadows deals Triple Damage; master of blade poisons.
The Swashbuckler: +4 to Combat Adds when fighting in tunnels, on catwalks, or in rigging.
The Buccaneer Bard: Use sea shanties to bolster morale. Once per encounter, perform a "Dirge of the Deep" to allow all allies to add your Luck (x2.0 score) to their next Saving Roll or Combat Add.
Starting Bronze Age Gear:
Bronze Crowbar: (2D6 Damage). Essential for prying vaults or cracking Tygerian skulls.
Glowing Moss Lantern: Provides dim green light visible only to those with Astral Sight or Echo-Location.
Pouch of "Parchment Echoes": Magical maps that update in real-time as you explore.
Rough-spun Tunic: (1 Hit). Oiled to help slip through narrow pipes and escape grapples.
New Gear: The Serpent’s Kiss (Assassin’s Blade)
This specialized weapon is the hallmark of the most dangerous Delver cells. It is designed specifically to dismantle Tygerian heavy infantry by bypassing their thick armor with debilitating toxins.
Appearance: The hilt is carved from dark bronze in the likeness of a striking cobra, with the blade acting as its fanged tongue. The metal is porous, designed to soak up and hold lethal oils.
Base Damage: 2D6 (Physical)
Venomous Strike: Deals 1D6 Poison Damage per Level of the wielder.
The Deadly Stack: This poison damage is added after the Assassin’s Specialist Path multiplier.
Example: If a Level 10 Assassin strikes from the shadows, they deal Triple Physical Damage (2D6 x 3) plus 10D6 Poison Damage.
Lingering Toxin: If the target survives the initial hit, they must make a CON Saving Throw or be Weakened (STR and DEX halved) for 1D6 rounds as the venom spreads.
Specialist Path - The Assassin: Your first strike from the shadows or underwater deals triple damage. You are the only archetype starting with The Serpent’s Kiss as a bonded weapon.
This specialized weapon is the hallmark of the most dangerous Delver cells. It is designed specifically to dismantle Tygerian heavy infantry by bypassing their thick armor with debilitating toxins.
Appearance: The hilt is carved from dark bronze in the likeness of a striking cobra, with the blade acting as its fanged tongue. The metal is porous, designed to soak up and hold lethal oils.
Base Damage: 2D6 (Physical)
Venomous Strike: Deals 1D6 Poison Damage per Level of the wielder.
The Deadly Stack: This poison damage is added after the Assassin’s Specialist Path multiplier.
Example: If a Level 10 Assassin strikes from the shadows, they deal Triple Physical Damage (2D6 x 3) plus 10D6 Poison Damage.
Lingering Toxin: If the target survives the initial hit, they must make a CON Saving Throw or be Weakened (STR and DEX halved) for 1D6 rounds as the venom spreads.
Specialist Path - The Assassin: Your first strike from the shadows or underwater deals triple damage. You are the only archetype starting with The Serpent’s Kiss as a bonded weapon.
Combat Synergy: The "One-Touch" Kill
When wielded by an Underrealm Delver with the Assassin specialty, this blade turns a Rank 1-25 Hero into a giant-slayer. Even a high-CON Tygerian Vanguard (x6 CON) will struggle to survive the massive poison stack if they let a Delver get behind them in the dark.
Archetype: The Abyssal Jurist (Sea-People Warlock)
The Abyssal Jurist is an "Evil Lawyer of the Underrealms," a practitioner of pact-law who uses the crushing pressure of the deep sea as a metaphor for his contracts. A member of the nomadic and ancient Sea Peoples, he believes the only true law is signed in blood and ink. He does not just cast spells; he files "Writs of Agony" and "Injunctions of the Grave."
1. Core Attributes (Abyssal Optimized)Multipliers: STR x1.25 | CON x1.25 | DEX x1 | SPD x1 | INT x2 | WIZ x2 | CHR x2 | LK x1
Natural Armor: As per the Sea-People base (often thick leather or scale-like skin).
2. Core AbilitiesThe Fine Print (Innate): When casting a spell, you can add a "stipulation." If the target breaks a specific condition (e.g., "Don't move," or "Don't speak"), the spell's damage is doubled.
Sea-People Heritage: You can breathe underwater and are immune to the effects of high pressure. Your skin is cold to the touch and slightly translucent, with a faint bioluminescent glow.
Litigious Telepathy: You can broadcast "Legal Notices" directly into the minds of those within 100ft. This can be used to distract or issue a "Gag Order" (Silence) to an enemy caster.
3. Signature GearThe Serpent-Hilt Soul-Contract: A scroll case made of human bone that acts as your magical focus.
Obsidian Stylus: A dagger-like pen (Damage: 1D6). When it draws blood, it counts as a "signature" for your pact-spells.
Scales of Malice: A small bronze scale. When placed on a corpse, it "audits" the soul, allowing you to ask the dead three questions they must answer truthfully.
4. Combat Style: The "Pact-Master"The Prosecutor: In combat, the Abyssal Jurist uses Litigious Telepathy to dictate the rules of the engagement, shutting down enemy strategic planning with "Cease and Desist" orders.
The Judge: His spells aren't just arcane bolts—they are magical declarations of guilt, with the Fine Print forcing enemies into lethal double-binds.
The Liquidator: In a pirate crew, the Jurist is the quartermaster who drafts the "Articles of Agreement" and handles all "Soul-Debt Collections," making sure every pact is paid in full.
When wielded by an Underrealm Delver with the Assassin specialty, this blade turns a Rank 1-25 Hero into a giant-slayer. Even a high-CON Tygerian Vanguard (x6 CON) will struggle to survive the massive poison stack if they let a Delver get behind them in the dark.
Archetype: The Abyssal Jurist (Sea-People Warlock)
Retake of Port Chrox
If your players use these archetypes, they could execute a "Night of Fire"—using the Grenadiers to blow the gates and the Musketeers to hold the docks while the main Tygerian force moves into the Port City. This is perfect if you and your group want to play the hero side of things.
Scenario 1: The Heroes (The Tygerian Vanguard)
The Mission: Your squad is the tip of the spear. To avoid a bloody siege, you must disable the city's coastal defenses and open the Great Gate from the inside before the fleet arrives at dawn.
The Setup: You begin in a muffled rowboat, slipping through the midnight fog toward the "Gull’s Beak" docks.
The Objectives:
The Sabotage: The Grenadiers must scale the sea wall and spike the "Kraken-Slayer" cannons before they can sink the approaching Tygerian ships.
The Lockdown: The Musketeers need to seize the Dockmaster’s Tower, using its height to provide overwatch and prevent the city guard from ringing the alarm bells.
The Breach: Once the docks are clear, the team must fight through the lower streets to the Great Gate, blowing the hinges to let the Tygerian cavalry flood the city.
The Twist: A civilian hospital sits right next to the powder magazine. As you prepare the charges, The Dark Prince emerges from the shadows of the infirmary, using the patients as human shields. To make matters worse, Lady Magnhildur and Lady Sigríður are spotted on the battlements, preparing to rain down sorcerous fire. How the heroes handle this "collateral damage" while under mystical assault will determine how the city views its new liberators.
The Mission: Your squad is the tip of the spear. To avoid a bloody siege, you must disable the city's coastal defenses and open the Great Gate from the inside before the fleet arrives at dawn.
The Setup: You begin in a muffled rowboat, slipping through the midnight fog toward the "Gull’s Beak" docks.
The Objectives:
The Sabotage: The Grenadiers must scale the sea wall and spike the "Kraken-Slayer" cannons before they can sink the approaching Tygerian ships.
The Lockdown: The Musketeers need to seize the Dockmaster’s Tower, using its height to provide overwatch and prevent the city guard from ringing the alarm bells.
The Breach: Once the docks are clear, the team must fight through the lower streets to the Great Gate, blowing the hinges to let the Tygerian cavalry flood the city.
The Twist: A civilian hospital sits right next to the powder magazine. As you prepare the charges, The Dark Prince emerges from the shadows of the infirmary, using the patients as human shields. To make matters worse, Lady Magnhildur and Lady Sigríður are spotted on the battlements, preparing to rain down sorcerous fire. How the heroes handle this "collateral damage" while under mystical assault will determine how the city views its new liberators.
What if they want to be the Villains?
If they want to defend the city, let them! However, they will eventually be forced into the Underrealms of Achrox campaign. Allow them to establish a resistance cell on the outskirts of the city, preferably somewhere along the docks where they can smuggle in Black Market goods.
Scenario 2: The Villains (The Shadow Resistance)
The Mission: The Tygerians are invading, and frankly, they’re bad for business. As a high-ranking cell of the Port Charox Black Market, you must protect your assets and "convince" the invaders that this city is more trouble than it’s worth.
The Setup: You are in a secret basement beneath a fish-packing warehouse. While the city guard panics above, you are packing crates of illegal "Glow-Powder" and sharpened steel.
The Objectives:
Protect the Payload: A massive shipment of Black-Market contraband is stuck in the harbor. You must fight through the Tygerian Musketeers to move the goods into the Underrealms of Achrox (the ancient, flooded tunnels beneath the city).
Sow Chaos: Use the chaos of the invasion to "liquidate" rival gang leaders or corrupt officials who owe you money before the Tygerians can arrest them.
The Tactical Retreat: Once the Tygerians take the gate, you must collapse the main tunnel entrance to the Underrealms, trapping a platoon of heroes in the dark with you.
The Twist: The Pirate King himself sends word that he’s evacuating, and Captain Krael is already burning the docks behind him to cover his escape. They expect you to stay behind and die for their "cause." As the Tygerians offer a massive bounty for the "Rat-King" of the docks, you realize Krael has left you a parting gift: a timed explosive intended to bury your cell along with the Tygerian invaders.
The Mission: The Tygerians are invading, and frankly, they’re bad for business. As a high-ranking cell of the Port Charox Black Market, you must protect your assets and "convince" the invaders that this city is more trouble than it’s worth.
The Setup: You are in a secret basement beneath a fish-packing warehouse. While the city guard panics above, you are packing crates of illegal "Glow-Powder" and sharpened steel.
The Objectives:
Protect the Payload: A massive shipment of Black-Market contraband is stuck in the harbor. You must fight through the Tygerian Musketeers to move the goods into the Underrealms of Achrox (the ancient, flooded tunnels beneath the city).
Sow Chaos: Use the chaos of the invasion to "liquidate" rival gang leaders or corrupt officials who owe you money before the Tygerians can arrest them.
The Tactical Retreat: Once the Tygerians take the gate, you must collapse the main tunnel entrance to the Underrealms, trapping a platoon of heroes in the dark with you.
The Twist: The Pirate King himself sends word that he’s evacuating, and Captain Krael is already burning the docks behind him to cover his escape. They expect you to stay behind and die for their "cause." As the Tygerians offer a massive bounty for the "Rat-King" of the docks, you realize Krael has left you a parting gift: a timed explosive intended to bury your cell along with the Tygerian invaders.
How Does This Help Me, As the GM?
Running a "Sleeper Cell" resistance campaign against the Tygerian restoration requires a shift in stakes. When Captain Krael leaves that timed explosive behind, he isn't just trying to cover his tracks—he is providing you, the Game Master, with the ultimate narrative "Reset Button." This betrayal transforms the players from expendable pirate muscle into a rogue third faction with a personal vendetta.
Earl’s GM Campaign Notes
The Catalyst of Betrayal: By having their own "King" try to bury them, the players' motivation shifts instantly. They are no longer fighting for pirate gold; they are fighting for survival and revenge. They are now "dead" to the Tygerian authorities and "abandoned" by the Pirate Lords—the perfect status for a sleeper cell.
The Underrealm Pivot: Use the explosion to physically seal the players away from the surface. This forces them to establish a secret base of operations within the Underrealms of Achrox. The campaign becomes about navigating the lightless, flooded ruins 30 feet below while the Tygerians celebrate above.
Sleeper Cell Logistics: With their primary assets destroyed by Krael’s "gift," the players must scavenge. Every Bronze Age musket, pot of Alfred’s "Glow-Powder," or crate of smuggled fish becomes a mission-critical objective. This adds a layer of resource management to your sessions.
The Paranoia Mechanic: Use the "Twist" of the tempting bounty to keep the players on edge. In a sleeper cell, the greatest threat isn't the Tygerian Marine at the gate; it’s the NPC ally in the hideout who might sell the cell's location to the Merchant Princess Lilian for a bag of coin.
Hit-and-Run Tactics: This setup encourages small, high-stakes operations. The Underrealm Delver finds a vertical shaft into the Navy barracks; the Gunnery Artificer sabotages a "Kraken-Slayer" cannon; and the Trade-House Agent slips into the market to intercept Admiral Bengali’s orders.
The Catalyst of Betrayal: By having their own "King" try to bury them, the players' motivation shifts instantly. They are no longer fighting for pirate gold; they are fighting for survival and revenge. They are now "dead" to the Tygerian authorities and "abandoned" by the Pirate Lords—the perfect status for a sleeper cell.
The Underrealm Pivot: Use the explosion to physically seal the players away from the surface. This forces them to establish a secret base of operations within the Underrealms of Achrox. The campaign becomes about navigating the lightless, flooded ruins 30 feet below while the Tygerians celebrate above.
Sleeper Cell Logistics: With their primary assets destroyed by Krael’s "gift," the players must scavenge. Every Bronze Age musket, pot of Alfred’s "Glow-Powder," or crate of smuggled fish becomes a mission-critical objective. This adds a layer of resource management to your sessions.
The Paranoia Mechanic: Use the "Twist" of the tempting bounty to keep the players on edge. In a sleeper cell, the greatest threat isn't the Tygerian Marine at the gate; it’s the NPC ally in the hideout who might sell the cell's location to the Merchant Princess Lilian for a bag of coin.
Hit-and-Run Tactics: This setup encourages small, high-stakes operations. The Underrealm Delver finds a vertical shaft into the Navy barracks; the Gunnery Artificer sabotages a "Kraken-Slayer" cannon; and the Trade-House Agent slips into the market to intercept Admiral Bengali’s orders.
By using Krael’s betrayal as the starting gun, you are giving your players a clear path: survive the dark, build a shadow empire in the ruins, and eventually rise from the Underrealms to take back the docks on their own terms.
Hazards of the Underrealms of Achrox
The "Old City" isn't just a basement; it’s a drowning labyrinth of 8th-century Vahn architecture. GMs should use these hazards to drain the players' resources (CON and Luck) before they ever see a monster.
1. The "Damp Powder" Crisis
The Underrealms are perpetually humid, with knee-deep seawater in many sectors.
The Hazard: Any black-powder weapon (Pistols, Muskets, Alfred’s Pots) used in the Underrealms is subject to the Humidity Penalty.
The Mechanic: Misfire range increases to triple 1s or triple 2s. If a pot or firearm is submerged in water, it is useless until a successful IQ roll is made to "dry the prime" near a heat source.
GM Note: This forces the Grenadiers and Musketeers to rely on their bronze sidearms, making melee combat much more frequent.
2. Structural "Vahn" Collapses
The ceiling of the Underrealms is the floor of Port Chrox. Heavy movement above (like Tygerian cavalry or a marching platoon) can cause the ancient, salt-corroded stone to give way.
The Hazard: Sudden ceiling collapses or "Floor-Drops" into even deeper sub-levels.
The Mechanic: When players use explosives or a "Night of Fire" occurs above, the GM rolls 2D6. On a result of 12, a collapse occurs. Players must make a DEX or SPD save to avoid 4D6 falling masonry damage.
The Twist: A collapse might block a retreat path, or it might reveal a hidden Vahn-era "Cryto-Vault" filled with ancient gear.
3. Miasma of the Sunken Quarter
Centuries of stagnant water and decaying organic matter have created pockets of toxic "Swamp Dread" gas.
The Hazard: Pockets of colorless, odorless gas trapped in low-lying chambers.
The Mechanic: Any character entering a stagnant zone must make a CON save. Failure results in the "Lungs of Lead" condition: -4 to all physical Attributes and half movement speed until they reach fresh air.
The Gear Fix: This is where Alfred’s Protective Goggles or a cloth soaked in strong spirits becomes essential.
4. Forgotten Horrors (Vahn-Era Guardians)
These aren't Pirates or Tygerians; they are the "Security System" left behind by the Vahn Dynasty.
The Guardian: The Bronze Sentinel. These are clockwork or magically bound constructs that resemble 8th-century warriors.
The Threat: They have no morale and cannot be "persuaded." They follow one command: Purge the uninvited.
The Stat Hook: They have high Armor (ignores 6 hits) but are slow. A Sleeper Cell must learn to trap them or bypass them rather than fighting them head-on.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
World & Locations: The world of Zimrala, the Tygerian Isles, the Underrealms of Achrox, the Capital City of Kings Port, the Isle of Tygeria, the 30-foot deep "Old City" ruins, and the hidden Gladiator Arena.
Tygerian Personas & Heirs: Emperor Rajah Gundam, Admiral Bengali, Merchant Princess Lilian (Tiger Lily), Tygress, and Alfred the Alchemist.
The Pirate Lords & Enemies: The Pirate King, Captain Krael, Lady Magnhildur, Lady Sigríður, and The Dark Prince.
Narrative Framework: The historical timeline of the Four Purges, the G.A. and GR timelines, and the Vahn Dynasty lineage (Adhyaksha Charox-Vahn, Goptri-Vraka, and Adhipashya-Ryl Vahn).
Special Entities: The Ether Dragons and their portal mechanics.
Trademarks & Credits:
Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission.
The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre, with our humble contributions acknowledged in the annals of the work.
The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.













