Merging Beach Bums: Surf, Sand & Mayhem (Neulow Games) with Amazing Adventures (Troll Lord Games) pairs a light, high-chaos 1960s beach-party and surf-cults sandbox with the pulp-action mechanics of the SIEGE Engine. This blog post picks right up from
PC OSR Commentary - Using Neulow Games Adaptive Mastery: Feats for Sensory-Diverse Heroes By Steven Miller With Amazing Adventures rpg By Troll Lord Games
To make the crossover seamless, treat Beach Bums as the setting and tonal engine while using Amazing Adventures as the mechanical chassis—giving your sun-bleached slackers, surf-gang enforcers, and tiki-bar mystics actual pulp survivability and cinematic stunt rules.

1. Core Mechanical Bridge (SIEGE Engine Adaptation)
Beach Bums thrives on slapstick escalation, petty rivalries, and escalating "Mayhem," while Amazing Adventures is built for two-fisted action, chase scenes, and weird pulp menace.
Prime Attributes & Archetypes: Use standard Amazing Adventures character creation (selecting two or three Prime Attributes with a Challenge Base of 12, and non-Primes at 18), but re-skin the classes to fit the boardwalk:
The Beach Bum / Local Legend (Socialite or Hooligan): Excels at mooching, rumor-gathering, talking down angry lifeguards, and knowing every secret cove on the coast.
The Big-Wave Rider (Athlete / Daredevil): Gains level bonuses to Dexterity and Constitution checks involving balance, swimming, board-handling, and surviving wipeouts.
The Hot-Rod Gearhead (Gadgeteer / Pulp Hero): Builds souped-up woodies, dune buggies, and custom surfboard fins; uses Amazing Adventures gadget rules for questionable beach tech (e.g., motorized surfboards or tiki-torch flamethrowers).
The Tiki Mystic / Kahuna (Arcanist / Mentalist): Channels island curses, weather-reading, and hypnotic ukulele rhythms using Amazing Adventures's magic or psionics systems.
The "Mayhem & Heat" Track (Fate Points): Amazing Adventures uses Fate Points to let heroes pull off impossible stunts or survive lethal hits. Tie this directly to the Beach Bums escalation loop:
Whenever a player voluntarily triggers a beach trope (wiping out to save a friend's board, starting a bonfire brawl, or drawing the attention of the local Sheriff), they earn a Stoke Point (functioning identically to a Fate Point).
Conversely, every time a Stoke Point is spent on a loud or destructive stunt, the GM ticks up the Heat/Mayhem Meter (1–10), escalating the opposition from annoyed lifeguards to rival surf gangs, crooked land developers, and eventually full-blown supernatural or sci-fi beach-movie threats.
2. Expanded Factions & Antagonists
To expand Beach Bums into a multi-session Amazing Adventures campaign, layer pulp conspiracies beneath the sand:
| Faction | Tone & Role | Amazing Adventures Threat Profile |
| The Sunset Strip Developers | Ruthless real-estate syndicates trying to bulldoze the cove for a luxury resort. | Thugs & Enforcers (Hooligans): Armed with crowbars, bulldozers, and corrupt city permits. |
| The Crimson Fin Surf Gang | Territorial locals who treat the break like a sovereign nation. | Martial Artists & Athletes: Fast, acrobatic, and lethal with sharpened surfboard skegs and bike chains. |
| The Cult of the Deep Tiki | Eccentric beachcombers worshipping a sunken idol washed ashore after a storm. | Cultists & Minor Monsters: Uses Amazing Adventures Occult rules, hypnosis, and amphibious creatures. |
| Project Tidal Wave (G-Men) | Secretive government agents monitoring radiation anomalies in the surf. | Federal Agents & Weird Science: Equipped with Geiger counters, black sedans, and experimental sea-mines. |
3. Custom Beach Hazards & Stunt Rules
Use the SIEGE Engine's unified Challenge Class (CC) system (d20 + Attribute Modifier + Level vs. 12/18 + CC) to adjudicate high-speed surf and sand action:
Shooting the Curl (Dexterity Check, CC 2–6): Succeeding lets a surfer outpace pursuit boats or leap over floating obstacles. Failing by 5 or more triggers a Heavy Wipeout (1d6 subdual damage and a Constitution check to avoid losing their board).
Board-to-Board Combat: Fighting while surfing imposes a -2 penalty to attack rolls unless the character has a Prime in Dexterity. Characters can spend a Stoke/Fate Point to "kick-out" their board at an enemy, treating it as a ranged weapon (
1d6non-lethal damage, range 15 ft.) that knocks the target prone on a failed Dexterity save.Dune Buggy & Woody Chases: Run chases using Amazing Adventures's vehicle rules, treating sand dunes and boardwalk piers as rough terrain (Constitution/Dexterity checks for the driver; failing causes a dramatic spin-out into a fruit stand or lifeguard tower).
4. Campaign Arcs: Escalating from Slapstick to Pulp
Act I: The Endless Bummer (Low-Stakes Sandbox): The party has to raise $500 before Sunday to save their favorite taco shack from foreclosure while fending off the Crimson Fin gang and dodging the Sheriff.
Act II: Bikini Atoll Mystery (Pulp Intrigue): Weird glowing plankton washes onto the beach, mutating local crabs into giant monsters and attracting black-suited government agents and a mad marine biologist.
Act III: Apocalypse Surf (Full Mayhem): A rival billionaire builds a weather-control machine on a nearby yacht to create a permanent "super-swell" for a private tournament, threatening to flood the entire coastline unless the party surfs straight into the storm to sabotage the rig.
These four character classes adapt the Amazing Adventures SIEGE Engine framework (where Prime Attributes have a Challenge Base of 12 and non-Primes have a Challenge Base of 18) directly to the sun-bleached chaos of Beach Bums: Surf, Sand & Mayhem.
1. The Big-Wave Rider (Daredevil / Athlete)
Fearless wave-chasers who treat 30-foot swells, shark-infested coves, and boardwalk brawls as a casual Tuesday.
Prime Attribute: Dexterity (select 1 or 2 additional Primes)
Hit Die: d10
BtH (Base to Hit): +1 per level (Fighter progression)
Weapons: Unarmed, improvised beach gear (oars, surfboards, driftwood), knives, flare guns
Armor: None (swim trunks/bikinis and rash guards only; gains AC bonus when unarmored)
Class Abilities:
Board Mastery (Level 1): Add your character level to all Dexterity and Strength checks involving surfing, swimming, balance, and underwater breath-holding. You ignore the standard -2 penalty for fighting while standing on a surfboard or unstable floating object.
Sun-Bleached Reflexes (Level 1): While wearing no armor, add your Dexterity modifier twice (up to a maximum bonus equal to your level) to your Armor Class.
Hang Ten Stunt (Level 2): Once per encounter, when moving at high speed on a surfboard, skateboard, or vehicle, you may make a Dexterity check (CC 4) to leap over an obstacle or enemy, gaining a +2 bonus to attack and damage on a dive-attack or drive-by strike.
Cheating the Wipeout (Level 4): Whenever you would take falling, crushing, or drowning damage from a wave, cliff, or vehicle crash, you may make a Constitution check (CC equal to half the damage) to reduce the damage by half (or take zero damage if you spend a Stoke/Fate Point).
Starting Beach Gear: Custom fiberglass longboard (can be used as a 1d6 bludgeoning weapon or improvised shield for +1 AC), block of surf wax, seashell necklace, battered transistor radio, and $15 in damp bills.
2. The Boardwalk Hustler (Socialite / Hooligan)
Fast-talking slackers, moochers, and local legends who know every secret cove, corrupt lifeguard, and underground beach party on the coast.
Prime Attribute: Charisma (select 1 or 2 additional Primes)
Hit Die: d8
BtH (Base to Hit): +1 per 2 levels (Rogue/Socialite progression)
Weapons: Unarmed, concealed weapons, brass knuckles, switchblades, broken bottles, slingshots
Armor: Light (leather jackets, heavy canvas windbreakers)
Class Abilities:
Local Legend (Level 1): Add your character level to all Charisma and Wisdom checks to gather boardwalk rumors, bluff authority figures (lifeguards, sheriffs, harbor patrol), or mooch free food, lodging, and borrowed vehicles from locals.
Cheap Shot (Level 1): When flanking an opponent, attacking from surprise, or striking a foe distracted by your banter (successful Charisma check vs. target's Wisdom), deal an extra +1d6 damage (increasing by +1d6 every 3 levels).
Summon the Crowd (Level 3): Once per session, you can blow a whistle, crank a boombox, or start a chant to instantly summon a raucous crowd of 2d6 partygoers, surfers, or tourists within 1 round—creating heavy cover, blocking pursuers, or starting a distracting beach brawl.
Slippery Customer (Level 5): You gain a +4 bonus on all saves and checks to escape grapples, handcuffs, locked beach shacks, or traps.
Starting Beach Gear: Mirrored aviator sunglasses, a dog-eared address book of local contacts, loaded dice, a flask of questionable punch, a switchblade comb, and a beat-up beach cruiser bicycle.
3. The Dune-Buggy Gearhead (Gadgeteer / Pulp Hero)
Grease-stained mechanical geniuses who build souped-up woodies, amphibious dune buggies, and wildly unsafe beach gadgets out of scrap parts.
Prime Attribute: Intelligence (select 1 or 2 additional Primes)
Hit Die: d8
BtH (Base to Hit): +1 per 2 levels (Gadgeteer progression)
Weapons: Wrenches, flare guns, harpoon guns, improvised explosives, jury-rigged ray guns
Armor: Light (mechanic coveralls, welding aprons)
Class Abilities:
Jury-Rig & Hotwire (Level 1): Add your character level to all Intelligence and Dexterity checks to repair, hotwire, sabotage, or drive land and sea vehicles. You can assemble functional traps or simple mechanical tools from beach junk in 1d4 rounds.
Signature Beach Rig (Level 1): You own a heavily modified vehicle (a souped-up woody station wagon, a sand-rail dune buggy, or an outboard speedboat). It gains +2 AC, +20 ft. movement speed, and one custom modification (e.g., nitrous boost, oil-slick sprayer, roof-mounted harpoon launcher, or amphibious pontoons).
Weird Beach Science (Level 2): Using the Amazing Adventures Gadget rules, you can maintain a number of active pulp gadgets equal to your Intelligence modifier (minimum 1). Examples include:
Hydro-Jet Surfboard: Doubles water speed for 10 minutes.
Sonic Shark-Repeller: Emits a high-frequency pulse that stuns marine creatures and shatters glass in a 20-ft. cone (1d6 sonic damage).
Tiki-Torch Flamethrower: 15-ft. cone of fire (2d6 fire damage, 3 charges).
Percussive Maintenance (Level 4): Once per encounter, as a free action, you can smack a stalled vehicle, jammed weapon, or malfunctioning gadget with a wrench (Intelligence check, CC 2) to instantly clear the jam and grant it a +2 bonus on its next roll.
Starting Beach Gear: Heavy pipe wrench (1d6 damage), toolbox full of salvaged parts, welding goggles, duct tape, a jerrycan of high-octane fuel, and your Signature Beach Rig.
4. The Tiki Kahuna (Arcanist / Occultist)
Mystical beachcombers, ukulele-strumming sages, and keepers of island lore who channel ocean spirits, weather hexes, and ancient sunken magic.
Prime Attribute: Wisdom (select 1 or 2 additional Primes)
Hit Die: d6
BtH (Base to Hit): +1 per 3 levels (Arcanist progression)
Weapons: Driftwood staffs, ceremonial daggers, conch horns, sling stones
Armor: None (flower leis, sarongs, woven sun hats)
Class Abilities:
Oceanic Occultism (Level 1): Add your character level to all Wisdom and Intelligence checks involving ancient island myths, sea monsters, weather prediction, herbal remedies, and identifying cursed artifacts washed ashore.
Tiki Rituals & Hexes (Level 1): You cast spells using the Amazing Adventures Arcane/Occult magic system (requiring a Wisdom check, CC 12 + Spell Level), flavor-styled around sea, sun, and island spirits. You start knowing four 0-level cantrips and two 1st-level spells (such as Call Fog, Calm Waters, Tiki Curse [-2 to target's rolls], or Summon Swarm of Crabs).
Hypnotic Ukulele (Level 2): By strumming an eerie island melody (Charisma or Wisdom check vs. target's Wisdom save), you can fascinate up to 1d4+1 humanoids or animals within 30 feet for as long as you play, imposing a -4 penalty on their Perception checks.
Blessing of the Deep (Level 4): You can breathe water as easily as air, ignore pressure penalties while diving, and communicate basic concepts with sharks, dolphins, octopuses, and seabirds.
Starting Beach Gear: Carved wooden ukulele, necklace of shark teeth, pouch of glowing sea-salt and dried kelp, a hollowed-out coconut canteen, and a driftwood walking staff (1d6 damage).
These three stat blocks follow standard Amazing Adventures SIEGE Engine conventions, where Primes indicate the attributes on which the adversary rolls with a Challenge Base of 12 (all others use 18), and HD determines both hit points and level bonus to attribute checks.
1. Johnny "Razor-Skeg" Vance (Rival Surf Gang Leader)
The ruthless, sun-bleached kingpin of the Crimson Fin surf gang. He rules the best break on the coast with acrobatic cruelty and a surfboard modified with sharpened steel fins.
Size/Type: Medium Humanoid (Human, 4th-Level Daredevil/Athlete)
HD: 4d10 (26 HP)
AC: 16 (Dexterity + Sun-Bleached Reflexes)
Move: 30 ft. (50 ft. while surfing)
Attacks: Sharpened Surfboard Fin (+6 melee, 1d8+2 slashing) or Bike Chain (+6 melee, 1d6+2 bludgeoning, 10 ft. reach, can trip)
Primes: Dexterity, Charisma
Special Abilities:
Board Mastery: Suffers no penalties when fighting on unstable surfaces or moving surfboards; gains +2 AC while actively riding a wave.
Cutback Strike: Once per round, if Johnny moves at least 15 feet on a surfboard or skateboard before attacking, he deals an extra +1d6 damage and ignores target shield bonuses.
King of the Break: Allies of the Crimson Fin within 30 feet gain a +1 morale bonus to attack rolls as long as Johnny is standing and unbloodied.
Saves: Physical (Dexterity/Strength) +6, Mental +2
Gear: Custom crimson fiberglass shortboard with razor-edged twin skegs, heavy motorcycle chain, mirrored sunglasses, and a silver shark-tooth whistle.
2. "Bulldozer" Lou Marchetti (Corrupt Developer's Enforcer)
A thick-necked syndicate muscleman hired by Sunset Strip Developments to clear out stubborn beach bums, smash taco shacks, and intimidate local officials.
Size/Type: Medium Humanoid (Human, 3rd-Level Hooligan/Bruiser)
HD: 3d10+3 (22 HP)
AC: 14 (Heavy windbreaker & tough hide)
Move: 30 ft.
Attacks: Heavy Crowbar (+5 melee, 1d8+3 bludgeoning) or Snub-Nosed .38 Revolver (+3 ranged, 1d8 piercing, range 30 ft.)
Primes: Strength, Constitution
Special Abilities:
Sucker Punch: On the first round of combat, or whenever Lou attacks a surprised or flanked opponent, he deals an extra +1d6 damage and forces a Constitution save (CC 3) or the target is stunned for 1 round.
Property Damage: Lou deals double damage against wooden structures, vehicles, surfboards, and makeshift barricades.
Thick Skull: Lou gains a +3 bonus on saves against knockout effects, subdual damage, and hypnotic or psychic abilities (such as a Tiki Kahuna's ukulele).
Saves: Physical (Strength/Constitution) +5, Mental +1
Gear: Steel crowbar, snub-nosed .38 revolver with 12 rounds, brass knuckles (1d4+3), pack of unfiltered cigarettes, and forged eviction notices.
3. Irradiated King Sand-Crab (Mutated Beach Crustacean)
A terrifying, Volkswagen-sized decapod spawned from leaky atomic testing drums washed ashore near Bikini Atoll. Its glowing, barnacle-crusted carapace shrugs off small-arms fire while its massive claws snap surfboards in half.
Size/Type: Large Magical Beast / Mutant Animal
HD: 6d10+12 (45 HP)
AC: 18 (Chitinous, radiation-hardened shell)
Move: 40 ft. scuttling (sideways), 30 ft. burrow (sand only), 30 ft. swim
Attacks: 2 Massive Pincers (+7 melee, 2d6+4 bludgeoning/slashing)
Primes: Strength, Constitution
Special Abilities:
Crush & Snip: If both pincer attacks hit the same target in a single round, the crab automatically grapples the victim and deals an automatic 1d8 crushing damage at the start of each of its turns (Strength check, CC 6, to escape). Any wooden or fiberglass object (like a surfboard) held by the target must succeed on a save or be snapped cleanly in two.
Sand Ambush: While buried just beneath the beach sand, the crab is nearly invisible (Wisdom check, CC 6, to spot). Emerging from the sand grants it surprise on its first turn.
Bioluminescent Pulse (Recharge 5–6 on d6): As an action, the crab's shell flares with blinding radioactive blue light in a 20-foot radius. Anyone looking directly at it must succeed on a Constitution save (CC 4) or be blinded for 1d3 rounds.
Saves: Physical (Strength/Constitution) +8, Mental +2
Weakness: Overturning the crab onto its back (requires a combined Strength check, CC 8, or a well-placed vehicle ram) reduces its AC to 12 and prevents it from moving until it spends a full round righting itself.
To use this table, roll 1d20 and add the current Heat/Mayhem Meter rating (ranging from +0 on a sleepy Tuesday morning to +10 during a full-blown beach-party apocalypse).
As the Heat/Mayhem Meter climbs, minor boardwalk nuisances escalate into syndicate turf wars, radioactive mutations, and ancient island curses.
| d20 + Heat | Tier | Encounter & Pulp Complication | SIEGE Engine Hook / Resolution |
| 1–2 | Chill | Aggressive Seagull Flock: A dozen oversized gulls dive-bomb the party’s cooler, making off with burgers, car keys, or a vital clue. | Dexterity Check (CC 2) to snatch the item back before they take flight. |
| 3–4 | Chill | Lost Tourists in a Rental Convertible: A sunburned family from out of state gets stuck axle-deep in soft sand right in front of the pier. | Strength Check (CC 3) to push them free; rewarding $10 or a helpful tip. |
| 5–6 | Chill | Overzealous Junior Lifeguard: "Barnacle" Bill blows his whistle furiously, demanding permits for bonfires, surfboards, or breathing too loudly. | Charisma Check (CC 3) to fast-talk him, or +1 Heat if he calls the Sheriff. |
| 7–8 | Rowdy | Illegal Boardwalk Drag Race: Two souped-up hot rods peel out down the coastal highway, forcing pedestrians and beach cruisers to scatter. | Dexterity Save (CC 3) to dodge, or hop into a vehicle to join the chase. |
| 9–10 | Rowdy | Crimson Fin Ambush: 1d4+1 Crimson Fin surf thugs paddle out to "tax" non-locals riding their break, swinging bike chains and oars. | Melee Skirmish on moving boards (-2 attack penalty without Board Mastery). |
| 11–12 | Rowdy | The Runaway Tiki Float: A parade float for the local Luau Festival loses its brakes, barreling straight toward the crowded taco shack. | Intelligence or Dexterity Check (CC 4) to leap aboard and hit the emergency brake. |
| 13–14 | Heavy | Sunset Strip Eviction Crew: "Bulldozer" Lou and 1d4 syndicate goons arrive with crowbars and forged city papers to board up a local hangout. | Social Standoff or Brawl; Lou deals double damage to wooden structures. |
| 15–16 | Heavy | Rogue rogue-wave & Riptide: A sudden, unnatural 25-foot swell slams the cove, dragging swimmers and parked dune buggies toward the jagged reef. | Strength/Constitution Check (CC 5) to swim free or anchor vehicles. |
| 17–18 | Heavy | Smuggler’s Midnight Drop: A unmarked speedboat cuts its engines offshore, unloading crates of bootleg fireworks, strange idols, or surplus weapons. | Wisdom Check (CC 4) to spot the signal flares; a chance to loot pulp gear. |
| 19–20 | Weird | Project Tidal Wave Quarantine: Two black sedans screech onto the sand. G-Men in radiation suits cordon off a glowing tidal pool with yellow tape. | Charisma or Intelligence Check (CC 5) to bluff past the perimeter. |
| 21–22 | Weird | Deep Tiki Moonlit Ritual: 1d6 robed cultists chant around a sunken obsidian idol washed ashore, whipping the ocean into a localized whirlpool. | Wisdom Save (CC 5) against hypnotic chanting; disrupting the idol stops the storm. |
| 23–24 | Weird | Bioluminescent Jellyfish Bloom: The surf turns neon violet as thousands of man-o'-war jellyfish drift into the break, paralyzing anyone wiped out. | Constitution Save (CC 5) on any failed surf check or take 1d6 poison damage and stun. |
| 25–26 | Mayhem | Irradiated King Sand-Crab: A Volkswagen-sized, glowing crustacean erupts from beneath a volleyball court, snapping boards and tossing lifeguards. | Boss Encounter (6 HD); must be flipped onto its back (CC 8 Strength) to bypass AC 18. |
| 27–28 | Mayhem | Rogue Weather-Control Buoy: A humming spherical drone washes onto the beach, firing lightning arcs and generating localized hailstorms. | Intelligence Check (CC 6) to disarm the core before it overloads (4d6 electrical blast). |
| 29–30+ | Apocalypse | Awakening of the Reef-Titan: A 40-foot barnacle-encrusted sea monster rises from the trench, demanding tribute or threatening to flatten the pier. | Full-Scale Pulp Setpiece requiring vehicles, harpoons, or Kahuna rituals to drive back. |
How to Manage the Heat/Mayhem Meter
Increasing Heat (+1): Spending a Stoke/Fate Point on a loud or destructive stunt, starting a public brawl, wrecking a vehicle, or blowing up a gadget in front of witnesses.
Cooling Off (-1): Laying low at a hidden cove for a full day, bribing the local Sheriff, or winning a legitimate surf competition without property damage.
The Curse of Skeleton Cove is a 3-to-4-hour starter adventure for Beach Bums: Surf, Sand & Mayhem using the Amazing Adventures SIEGE Engine rules. Designed for 3–5 first-level characters, it starts with a classic 1960s beach-party dilemma and escalates into pulp subterranean action.
Adventure Background & Hook
Big Kahuna’s Fish Taco Shack—the heart and soul of Skeleton Cove—is in trouble. Sleazy real-estate mogul Victor Vance (President of Sunset Strip Developments) bought up the surrounding beachfront debt and has given Big Kahuna until sundown to cough up $500 in back taxes, or his bulldozers roll in at dawn to build the Sunset Luxury Marina.
Luckily, today is the annual Skeleton Cove Monster Mash Surf Classic, and the grand prize is a shiny $500 trophy purse. Naturally, Vance has rigged the game by hiring the Crimson Fin Surf Gang to sabotage the contest—while unknowingly setting off an ancient curse beneath the cove’s sea caves.
Starting Heat/Mayhem Meter:
0
Scene 1: Boardwalk Prep & Dirty Tricks
Location: The Skeleton Cove Pier & Taco Shack (Morning)
Big Kahuna slides a platter of fish tacos across the counter and begs the party to enter the contest. Before the opening horn blows at noon, the characters have two hours to scout the competition, gather rumors, or prep their gear.
The Crimson Fin Sabotage: Johnny "Razor-Skeg" Vance (use the stat block from earlier, scaled down to 2 HD for a 1st-level party, or keep him at 4 HD as a major rival) and three Crimson Fin thugs (
HD 1d8,AC 13,Bike Chains 1d6) are lurking near the board racks.Spot Check (Wisdom, CC 3): A character catches a thug secretly waxing a rival competitor’s board with slick motor oil—or tampering with the party's boards.
Social Maneuvering (Charisma, CC 3): Talking to local surfers reveals that "Bulldozer" Lou Marchetti and two Sunset Strip surveyors were seen lugging dynamite crates toward the Sea Caves on the north point earlier this morning.
Complication: If the party confronts the Crimson Fin thugs on the pier, a slapstick boardwalk brawl erupts (
+1 Heat). Sheriff Brody arrives in1d4rounds to break it up; losing or getting arrested disqualifies them unless they talk their way out (Charisma, CC 4).
Scene 2: The Monster Mash Surf Classic
Location: The Skeleton Cove Break (High Noon)
The contest runs in three heats (Paddle-Out, The Big Curl, and Wipeout Alley). Resolve the competition as a cinematic skill challenge where each character can take one action per heat to boost their score or run interference against the Crimson Fin gang.
| Heat | Hazard & Rival Action | SIEGE Engine Resolution |
| 1. The Paddle-Out | Crimson Fin thugs try to box the party in and ram their boards in the chop. | Strength or Dexterity Check (CC 3) to break free; failing inflicts -2 on the next heat. |
| 2. The Big Curl | A massive 20-foot swell rolls in. Johnny Vance tries a dirty cutback to slice a PC's board. | Dexterity Check (CC 4) for a radical stunt (+2 style points) or Attack Roll to fend Johnny off. |
| 3. Wipeout Alley | Boom! Muffled explosions rock the northern cliffs, triggering a sudden, unnatural riptide and churning the water pitch-black. | Constitution or Dexterity Check (CC 5) to ride the shockwave to shore without wiping out. |
The Twist: Just as the judges prepare to award the $500 prize to the party, the water near the north cliffs erupts in a geyser of green mist. A massive stone archway—previously sealed by rock—yawns open in the cliffside, and a half-dozen panicked Sunset Strip surveyors come scrambling out screaming about "walking stone idols!"
Victor Vance immediately declares the competition "void due to acts of God" and drives off toward the sea caves with "Bulldozer" Lou and the $500 prize cashbox in the back of his convertible.
Scene 3: The Sunken Tiki Temple
Location: The Northern Sea Caves (Afternoon)
To recover the $500 and stop Vance from blowing up the reef, the party must pursue his crew by boat, surfboard, or dune buggy along the low-tide sandbar into the Temple of the Barnacle King.
Area 1: The Tidal Cavern
Features: Waist-deep glowing saltwater, slick basalt ledges, and two abandoned Sunset Strip dinghies loaded with unlit dynamite sticks (
3d6fire damage in a 15-ft. radius if ignited).Trap — Pressure-Plate Blowholes: Crossing the slick stone bridge requires a Dexterity or Wisdom Check (CC 3). Triggering a plate blasts scalding steam from wall vents (
1d6damage,Dexterity Save CC 3for half).
Area 2: The Idol Chamber (Climax)
Features: A cavernous subterranean grotto dominated by a 15-foot-tall obsidian Tiki statue encrusted with glowing coral. At its base sits a stone altar—and Victor Vance's open $500 cashbox.
The Situation: "Bulldozer" Lou (
HD 3d10+3,AC 14,Crowbar 1d8+3) and 3 Syndicate Thugs (HD 1d8,AC 12,Clubs 1d6) are pinned down behind fallen pillars. Victor Vance has accidentally pried the Ruby Eye of the Tiki off the altar, awakening the temple’s guardians:2 Animated Coral Tiki Guardians:
HD 2d10 (14 HP),AC 15 (Stone & Coral),Move 20 ft.,Stone Fists +3 (1d8+1),Prime: Strength. Immune to sleep, hypnosis, and poison.
Tactical Options:
Three-Way Brawl: Fight Lou’s thugs and the Tiki Guardians while dodging falling stalactites.
Break the Curse (Wisdom or Intelligence Check, CC 4): A Tiki Kahuna or observant character realizes returning the Ruby Eye to the statue’s socket instantly deactivates the Guardians—leaving Lou and Vance exposed without backup.
Grab & Dash: Snatch the $500 cashbox (
Dexterity Check, CC 3) and surf the outgoing tidal surge straight out of the collapsing cavern (Dexterity Check, CC 4vehicle/board chase).
Resolution & Rewards
Saving the Shack: Returning with the $500 before sundown saves Big Kahuna’s Taco Shack, earning the party free fish tacos for life, 1,000 XP each, and
-2 Heatas local heroes.Pulp Hooks for Next Session:
If Victor Vance escapes, he vows revenge and contacts Project Tidal Wave G-Men about the glowing coral in the caves.
If the party keeps the Ruby Eye of the Tiki, it grants
+1to Oceanic Occultism and weather-related checks—but attracts the attention of the Cult of the Deep Tiki next full moon.
Roll 1d12 whenever the party cracks open a washed-up military crate, loots a sunken sea cave, or wins a high-stakes beach wager. Each item includes both pulp utility and a thematic catch suited for Beach Bums: Surf, Sand & Mayhem in the Amazing Adventures SIEGE Engine.
| d12 | Item Name & Category | Mechanical Effect (SIEGE Engine) | Pulp Quirk or Curse |
| 1 | Turbo-Fin 3000 (Souped-Up Surf Gear) | A battery-powered twin-propeller fin that clamps onto any surfboard, doubling water movement speed (60 ft./round) and granting +2 to Dexterity checks when outrunning boats or waves. | Runs on volatile surplus batteries; rolling a natural 1 on a surf check causes it to backfire in a cloud of black smoke (+1 Heat). |
| 2 | The Sun-King’s Tiki Medallion (Cursed Tiki Relic) | Carved from warm volcanic amber. Grants fire resistance (half damage from fire/heat) and lets the wearer cast Flare or Light at will. | Curse: The wearer is always sweating profusely and must drink double water rations, suffering -2 to Constitution saves against exhaustion in cold or rainy weather. |
| 3 | Bikini Atoll Geiger-Watch (Weird Pulp Gadget) | A bulky diver’s chronograph with a glowing radium dial. Automatically detects radiation, mutated sea life, and weird-science energy within 120 feet (+3 to Investigation/Perception checks to track anomalies). | Audibly clicks louder the closer you get to danger, imposing a -2 penalty to Stealth checks when near radioactive threats. |
| 4 | Neptune’s Driftwood Ukulele (Cursed Tiki Relic) | A salt-bleached ukulele strung with silver wire. Grants +2 to Charisma checks when performing and allows a Tiki Kahuna (or anyone with a Charisma Prime) to cast Calm Waters once per day. | Curse: Whenever you roll a natural 1 on any check while carrying it, everyone within 20 feet—including you—must make a Wisdom save (CC 3) or uncontrollably dance the hula for 1 round. |
| 5 | Mark IV Shark-Repellent Harpoon (Weird Pulp Gadget) | A pneumatic spear gun (1d8 piercing, range 40 ft.) loaded with compressed sonic cartridges. On a hit against marine beasts, the target must pass a Constitution save (CC 4) or flee for 1d4 rounds. | Holds only 3 shots before requiring an action and an Intelligence check (CC 2) to pump back up to pressure. |
| 6 | Wax of the Phantom Curl (Souped-Up Surf Gear) | A tin of iridescent, ghostly blue surf wax (5 applications). Applying it to a board lets the rider skim across solid sand, mud, or shallow tidal flats at full surfing speed for 1 hour. | Leaves a glowing bioluminescent trail behind the board, making it effortless for pursuers to track you at night. |
| 7 | Idol of the Grinning Barracuda (Cursed Tiki Relic) | A palm-sized jade statue with razor-sharp teeth. Grants underwater breathing and a 30 ft. swim speed while gripped tightly in one hand. | Curse: While submerged, the bearer feels an overwhelming urge to bite things and suffers -2 to Mental saves against frenzy or anger. |
| 8 | Pocket-Sized Flare Mortar (Weird Pulp Gadget) | A sawed-off brass signal launcher (2d6 fire damage, 15-ft. burst, range 60 ft.). Also blinds creatures looking directly at the flash unless they pass a Dexterity save (CC 3). | Visible for 5 miles in every direction; firing it outdoors immediately adds +1 to the Heat/Mayhem Meter. |
| 9 | Aerosol Nitro-Booster Can (Souped-Up Surf Gear) | A pressurized spray can scavenged from a hot-rod shop (3 uses). Spraying it into a vehicle's carburetor—or onto the back of a skateboard/surfboard—grants +30 ft. movement speed for 3 rounds. | After the 3 rounds end, the vehicle or board stalls out completely for 1 round unless the user passes a Dexterity or Intelligence check (CC 3). |
| 10 | Conch Shell of the Squall (Cursed Tiki Relic) | Blowing this giant spiral shell (requires an action) summons a localized 30-ft.-radius fog bank and gale-force wind (-4 to ranged attacks inside) for 5 minutes, once per day. | Curse: Attracts aggressive seagulls; 1d6 angry gulls dive-bomb the blower (-1 to concentration and sight checks) every time it is used outdoors. |
| 11 | Amphibious Hover-Sled (Weird Pulp Gadget) | A salvaged experimental Navy sled powered by a loud lawnmower engine. Seats two people and hovers 6 inches above water, sand, or pavement at 45 ft./round (AC 13, 15 HP). | Deafeningly loud—imposes -4 to all Perception checks based on hearing while the engine is running. |
| 12 | The Kahuna’s Lucky Shark-Tooth (Souped-Up Surf Gear) | A fossilized megalodon tooth strung on braided hemp. Once per session, the wearer can reroll any failed Dexterity or Constitution check related to surfing, swimming, or surviving a wipeout. | If the reroll still fails, the tooth snaps in half—permanently losing its magic until repaired by a Tiki Kahuna during a full moon. |
