Friday, August 28, 2026

OSR Dangerous Adventure Location - Port Skagg: The Sunken Docks & Upper Moorings - Warriors of the Red Planet Combined With ACKS II

 Port Skagg: The Sunken Docks & Upper Moorings



Perched on the jagged rim of a dead rift valley, Port Skagg serves as a haven for air-freighters, corsairs, and illicit radium-smugglers. On red-sand worlds like those in Warriors of the Red Planet or low-magic, domain-driven OSR settings like Adventurer Conqueror King System II (ACKS II), this lawless outpost provides a vital hub for grey-market commerce away from imperial tax collectors and city-state blockades.



Key Port Infrastructure

  • The Upper Spire (High Moorings): A cluster of iron-girded towers anchored directly into the cliff face. Capable of mooring up to four heavy cloud-galleons or ether-rigs. Steel catwalks sway over a 2,000-foot drop.

  • The Sinking Basin (Lower Hangar): A hollowed-out natural cavern system at the cliff base where personal fliers, skiff-copters, and glider-bikes park under camouflage netting.

  • The Radium Well (Refueling Bay): A fortified vault housing liquid lift-gas or volatile blue-radium canisters. Run by a secretive guild of renegade engineers who demand sky-high fuel rates.

  • The Rust Market: A open-air bazaar built under the shadow of grounded hulls, where black-market cargo, salvaged sky-rigging, and ancient tech change hands.

D10 Encounters at the Docks

d10Encounter
1A dozen heavily armed corsairs unloading crates marked with Imperial seal stamps—clearly hijacked freight.
2A high-altitude scout vessel dock-side with scorched envelope cloth and its crew frantically repairing a damaged keel.
3Harbor enforcers demanding a 50-gold/crystal "landing tariff" on behalf of a local warlord who doesn't actually own the port.
4A volatile radium fuel-leak at Bay 3, forcing a frantic evacuation while a fire begins to spread toward nearby powder stores.
5An escaped thrall hiding in the cargo hold of an anchored trader, begging the party for safe passage out.
6A sky-sail mechanic offering experimental "lift-pulp" modifications at half price, with a 20% chance of engine explosion.
7Rival skyship captains involved in a loud, escalating duel with rapiers and ray-pistols over docking rights.
8Imperial sky-patrol scouts watching the harbor through spyglasses from a distant mesa top, preparing an raid.
9A shady merchant offering secret altitude maps through the Razor-Wind Gap for a suspicious price.
10A swarm of predatory sky-ray creatures attracted by the port's generator humming, circling the upper catwalks.

System Mechanics & Adaptation Notes

Warriors of the Red Planet

  • Atmosphere: Focus on pulp-planetary romance—bronze hulls, glowing ray-weapons, exotic alien crew members, and dramatic sword duels on high rigging.

  • Radium Supplies: Refueling costs 100gp per flier size-class. Low-grade radium fuel carries a cumulative 1-in-6 chance per voyage of engine failure during full-throttle maneuvers.

ACKS II (Adventurer Conqueror King System II)

  • Domain & Market Rating: Class V Haven (Lawless). Black-market goods carry a +25% markup when selling stolen goods, but finding specific high-end military equipment requires a successful Market Activity check with a -2 penalty.

  • Smuggling Operations: Smuggling cargo through Port Skagg bypasses standard Realm Tariffs (typically 5-10%), but requires a Proficiency check (Larceny, Navigation, or Seamanship) to avoid hazardous wind-shear or cliff collisions on entry.

Baroness Vexia "The Iron Eye"

Port Master of Port Skagg

Formerly a high-ranking officer in an imperial sky-fleet, Vexia abandoned her commission after a court-martial for refusing to fire on a civilian trade barge. She claimed Port Skagg by force five years ago, shooting the previous harbor boss off the catwalks. Cold, calculated, and fiercely protective of her sanctuary, she maintains order through sheer intimidation and an intricate network of paid informants. She wears a brass-and-quartz mechanical eye that detects lie-glows and thermal signatures.

Warriors of the Red Planet

  • Level 7 Warrior | HD: 7d8 (36 hp) | AC: 4 (15) (Radium-mesh cuirass + Dex)

  • Atk: Ray Pistol +7 (1d8+2 energy, range 60') or Duelist Rapier +8 (1d8+3)

  • Move: 120' (40') | SV: F7 (7+) | ML: 10 | AL: Neutral

  • Special: Ocular Implant (detects invisible/hidden targets within 30', immune to surprise), Tactical Command (allies within 30' gain +1 to hit).

ACKS II

  • Level 7 Fighter (Port Warden) | HP: 38 | AC: 6 (Brigandine + Shield) | Initiative: +2

  • Atk: Fine Rapier +8 (1d6+4, Cleave 2) or Heavy Crossbow +7 (1d8+1, range 80')

  • SV: F7 (Petrify/Paralyze 11+, Poison/Death 11+, Blast 12+, Spells 13+) | ML: +2

  • Proficiencies: Command, Fighting Style (Weapon & Shield), Leadership, Navigation, Seduction/Persuasion, Seamanship.

Captain Jax "Ghost-Wind" Vane

Smuggler Captain of the Ether-Clipper 'Night-Stalker'

Jax is a cynical, sharp-witted void-farer who has navigated every dead-rift canyon and storm-belt on the planet. He cares about three things: his vessel, his crew, and getting paid. Known for running low-altitude routes through radar-blind valleys, he carries a heavy bounty in three imperial city-states. Despite his rugged mercenary exterior, Vane abides by a strict personal code—never drop cargo to save your own skin, and never sell out a client who paid in full.

Warriors of the Red Planet

  • Level 5 Scoundrel | HD: 5d6 (22 hp) | AC: 6 (13) (Soft leather harness)

  • Atk: Twin Ray Carbines +6/+6 (1d6+1 each, range 90') or Vibro-dagger +5 (1d4+2)

  • Move: 120' (40') | SV: S5 (9+) | ML: 8 | AL: Neutral

  • Special: Evasion (half damage on successful save), Pilot Mastery (grants his skyship +2 AC and +1 Maneuverability class while piloting).

ACKS II

  • Level 5 Explorer / Nightprowler | HP: 24 | AC: 4 (Leather armor, High Dex) | Initiative: +3

  • Atk: Cutlass +6 (1d8+2) or Pair of Wheel-lock Pistols +7 (1d8+1, range 50')

  • SV: E5 (Petrify/Paralyze 12+, Poison/Death 12+, Blast 13+, Spells 14+) | ML: +1

  • Proficiencies: Precise Shooting, Running, Seamanship, Signal, Smuggling (Specialist: +2 on checks to conceal cargo or bypass tariffs), Acrobatics.

Comparative Quick-Reference

FeatureBaroness VexiaCaptain Jax Vane
RolePort Authority / Power BrokerFreelance Smuggler / Pilot
Primary MotivationMaintain Skagg's neutrality & profitPay off ship debt & stay free
Leverage Over PCsDocking permits, fuel access, port securityPassage through blockades, covert transport
Tactical StyleHolds high ground, directs guards, uses ray-pistolMobile, uses cover, fires off dual shots

The Night-Stalker is a modified Scout Skiff designed for high-speed block-running, low-altitude canyon darting, and silent night approaches. Fitted with reinforced hull plating and an overpowered radium drive engine, it trades cargo capacity for raw maneuverability and firepower.

Vessel Overview & Features

  • Design & Hull: Sleek, needle-nosed hull forged from lightweight bronze-and-strontium alloy with dark, non-reflective coating. Features twin folding cloud-sails for high-altitude thermal gliding.

  • Armament: Forward-mounted dual Light Ray Cannons (pulp lasers) and a swivel-mounted Aft Ballista/Scorpion firing grappling lines or flare charges.

  • Special Systems (Silent Lift): A modified baffle mechanism on the radium engine allows the ship to drift silently for up to 1 hour, reducing detection distance by 75% at night.

Warriors of the Red Planet

  • Ship Class: Medium Skiff / Light Corsair

  • Armor Class (AC): 3 (16) (Reflective alloy hull + maneuverability)

  • Hit Dice / Structure: 6 HD (32 Hull Points)

  • Movement: Flight 180' (60' combat) / Sails 120'

  • Crew: 4 minimum (Captain, Pilot, 2 Gunners), 10 maximum / 8 troops

  • Cargo Capacity: 3 tons

  • Armament:

    • Twin Light Ray-Cannons (Forward): Range 300', Damage 3d6 energy per shot (fires as one salvo).

    • Aft Swivel-Ray (Pivoting): Range 150', Damage 2d6 energy.

  • Special Rules:

    • Overburn Drive: Captain Jax can push the engine past safe limits, increasing move speed to 240' for 3 rounds. Requires a Saving Throw vs. Hazard after use; failure disables the engine for 1d6 turns.

ACKS II (Adventurer Conqueror King System II)

  • Vessel Type: Airship (Light Clipper)

  • Structural Hit Points (shp): 12 shp

  • Armor Class (AC): 4 (Hardened alloy superstructure)

  • Movement: 150' / round (Combat), 60 miles / day (Overland Cruise)

  • Maneuverability Rating: Average (+1 to evasion/piloting checks under Captain Jax)

  • Crew & Passengers: 1 Officer (Captain), 3 Sailors/Gunners, up to 6 passengers

  • Cargo Capacity: 300 stone (~3,000 lbs / 1.5 tons)

  • Cost / Value: 18,000 gp (base ship + modifications)

  • Armament & Artillery:

    • 2 Light Ballistae (Forward): Crew 1 each, Range 150'/300', Damage 2d6 hp / 1 shp, Area: Single target.

    • 1 Medium Catapult / Flare-Pitcher (Aft): Crew 2, Range 200'/400', Damage 3d6 hp / 1d3 shp.

  • Smuggling Modifications & Domain Rules:

    • Concealed Hold: Fits up to 50 stone of illicit cargo. Requires a Proficiency Check (Larceny/Smuggling) with a -4 penalty for boarders to locate.

    • Low-Altitude Thermal Drift: Allows the Night-Stalker to bypass standard Realm Watchtowers without triggering garrison detection rolls unless within 1 mile.

Deck Map Layout: The Night-Stalker

The combat takes place across a compact, high-speed clipper deck measuring 60 feet from bow to stern and 20 feet across at its widest point.

Plaintext
               [ FORECASTLE ]
                 /   (A)   \
                /   [==]    \          (A) Twin Light Ray Cannon / Ballista
               /    |  |     \             (Forward Gun Mount)
              |     |  |      |
              |===|======|====|        [==] Main Hatch to Crew Quarters / Hold
              |   |      |    |
              |   | (B)  |    |        (B) Main Deck & Cargo Grate
              |   |      |    |            (Low Cover: Cargo Crates)
 [PORT PORTAL]|===|======|====|[STBD PORTAL]
   (Boarders) |   | (C)  |    |   (Boarders)
              |   |      |    |        (C) Main Mast & Sail Rigging
              |===|======|====|            (Vertical Climbing / Crow's Nest)
              |     [S]       |
              \     (D)      /         (D) Helm & Radium Baffle Controls
               \   [==]     /              [S] Ship's Wheel / Captain's Position
                \  (E)     /           (E) Aft Swivel Ray / Flare Pitcher
                 \________/
                 [ STERN ]

Key Features & Environmental Hazards:

  • Low Cover (Cargo Crates @ B): Provides +2 AC against ranged attacks. Pushing a heavy crate requires a DC 12 Strength / Hazard check to crush an opponent (1d6 damage, knocks prone).

  • Verticality (Main Mast @ C): A 20-foot climb leads to the crow's nest (+1 to-hit with ranged weapons). Rigging ropes can be cut (Attack AC 10, 5 HP) to swing across the deck or drop a yardarm onto boarders below (2d6 bludgeoning damage).

  • The Helm (D): Unattended helm causes the vessel to drift violently into wind-shear (everyone on deck must roll a Saving Throw/Hazard check or fall prone at the end of the round).

  • Deck Railing (Outer Edge): Any character moved forcibly against the rail must make a Save vs. Paralyze/Dexterity or be thrown overboard into open air.

Encounters & Event Timeline

The encounter begins mid-air as a rival corsair skiff clamps onto the Night-Stalker's starboard side with magnetic grappling cables.

Round 1: Magnetic Clamps Impact  -->  Round 2: Corsair Vanguard Onslaught
                                              |
Round 5: Engine Baffle Flare     <--  Round 3-4: Grapple Cutting & Sky-Rays
1.Round 1: Magnetic Clamps Impact:Initiative Phase / Boarding Preparation.

Two magnetic grapple lines slam into the starboard hull near (B). Three Corsair Boarders reel across using zip-lines.

  • Tactical Objective: Prevent boarders from securing the main hatch.

  • Ship Event: High-altitude crosswinds hit the hull. All ranged attacks made this round suffer a -2 penalty due to sudden vessel instability.

2.Round 2: Corsair Vanguard Onslaught:Main Deck Breach.

Four more boarders swarm the port rail, while a Corsair Shock-Captain drops directly onto the Forecastle (A) to disable the forward ray cannon/ballista.

  • Tactical Objective: Secure the Helm (D) and prevent the Shock-Captain from spiking the forward gun.

  • Action Economy Check: Captain Jax Vane calls out to cut the grapple cables (requires a melee attack dealing 8 damage to a cable or a successful Strength check at B).

3.Round 3: Environmental Complication:Sky-Ray Swarm Attraction.

The commotion and hum of exposed energy systems attract a pair of wild, territorial Sky-Rays (aerial beasts). They swoop in, attacking both crew and boarders indiscriminately at (C) and (D).

  • Hazard Event: Every creature in the open main deck must pass a Save vs. Hazard/Reflexes or take 1d6 damage from low-sweeping beast wings.

4.Round 4: Desperate Defense:Rally or Fall.

If at least one grapple line remains intact, reinforcements attempt to breach the aft swivel mount at (E).

  • Tactical Choice: A player can attempt to overload the Radium Baffle at (D) (Requires a INT/Larceny check). Success fires a plume of blue superheated gas down the starboard flank.

5.Round 5: Radium Baffle Flare / Resolution:Engine Venting & Escape.

If the Radium Baffle was triggered, all enemies on the starboard rail take 3d6 energy/fire damage and must save or fall from the ship. Remaining boarders attempt a retreat back to their skiff if their leader falls or if they lose half their numbers.

Boarder Enemy Quick-Stats

  • Corsair Boarder (x6-8): HD 1+1 (6 hp) | AC 6 (13) | Atk Cutlass +2 (1d6+1) or Ray Pistol +2 (1d6).

  • Corsair Shock-Captain (x1): HD 4 (22 hp) | AC 4 (15) | Atk Electrified Sabre +5 (1d8+2 + 1d4 shock) | Special: Can use a bonus action to shove targets 10 feet.

  • Territorial Sky-Rays (x2): HD 3 (14 hp) | AC 5 (14) | Atk Tail Stinger +4 (1d6+ poison/paralysis).

Thursday, August 27, 2026

OSR Classic B Movie Monster -C.H.U.D. (Cannibalistic Humanoid Underground Dweller) & C.H.U.D. Alphas For the Cepheus Engine Rpg

 C.H.U.D. (Cannibalistic Humanoid Underground Dweller) fits into sci-fi RPGs like the Cepheus Engine as a bio-hazard hazard or mutated feral encountered in subterranean ruins, abandoned starship maintenance tunnels, or un-terraformed hive city underbellies.


Below is a complete, ready-to-run stat block, creature description, and encounter rules tailored for the standard 2D6 Cepheus Engine ruleset.


C.H.U.D. (Mutated Sub-Human)

Attribute / StatValueNotes
CharacteristicsSTR 9 (+1), DEX 8 (+0), END 11 (+1), INT 2 (-2), EDU 0 (-2), SOC 0 (-2)Modifiers calculated using standard 2D6 scales.
Lifeblood / Stamina20END + STR total or standard animal hit pool equivalent.
Armor2Tough, calloused, irradiated skin.
Movement9m / 6mFast crawlers through pipes/ducts; average speed on foot.
AttacksClaws/Bite (2D6+1 damage)Range: Melee (Close).
SkillsAthletics-2, Melee (Unarmed)-2, Recon-2, Stealth-2, Survival-1Focused heavily on ambush tactics and tracking.
Special TraitsDarkvision, Radiation Immunity, Bioluminescent Eyes, Light SensitivitySee below.

Special Abilities & Behavior

  • Bioluminescent Eyes & Light Sensitivity: C.H.U.D. eyes glow yellow/green in total dark. They ignore darkness penalties entirely. However, direct high-intensity light (e.g., standard flares, bright searchlights) forces a Check against END (8+); failure inflicts a -2 penalty on all attacks for 1D6 rounds due to dazzle.

  • Ambush Hunter: When attacking from storm drains, maintenance shafts, or shadows, a C.H.U.D. gains a +2 DM to its Stealth-2 skill check vs. player Recon checks. On a successful surprise round, the C.H.U.D. attempts to grapple and drag a target into a narrow space (DEX vs. DEX task).

  • Irradiated Bite: Characters bit by a C.H.U.D. take physical damage and must succeed on an END check (8+) or suffer minor radiation/biological contamination (+1D6 rads or 1-level infection).

Lore & Integration Notes

  • Origins: Victims of "Contamination Hazard Urban Disposal"—toxic/radioactive waste dumping in low-tier habitats or under-city sewage channels.

  • Tactics: C.H.U.D.s rarely attack alone if prey appears heavily armed. They hunt in packs of 2D6, swarming isolated targets or dragging off incapacitated crewmen during misjumps or salvage operations.

The C.H.U.D. Alpha represents an apex mutation—an oversized, bio-accumulated terror that commands the swarm through sheer dominance. Exposed to extreme radiation or chemical mutagen compounds, the Alpha grows to over 2.5 meters tall, sprouting dense, chitin-like bone plating and dripping toxic phlegm.

C.H.U.D. Alpha (Apex Mutate)



Attribute / StatValueNotes
CharacteristicsSTR 14 (+2), DEX 7 (+0), END 15 (+3), INT 3 (-2), EDU 0 (-2), SOC 0 (-2)Massive physical frame with enhanced durability.
Lifeblood / Stamina29Standard END + STR pool.
Armor6Dense, calcified skin and calcified skeletal growths.
Movement12m / 6mSurprisingly fast lunging speed over ground; slower through narrow pipes.
AttacksBone-Scythe Claws (3D6+2), Venomous Bite (2D6+3 + Acid)Range: Melee (Close / Reach).
SkillsAthletics-3, Intimidation-3, Melee (Unarmed)-3, Recon-2, Stealth-1, Survival-2Relies on brute force and ambush suppression.
Special TraitsApex Command, Corrosive Spew, Calcified Armor, Darkvision, Light ResistanceSee below.

Special Abilities & Behavior

  • Apex Command (Swarm Driver): Lesser C.H.U.D.s within 15 meters of the Alpha gain +1 DM to morale checks and +1 DM to melee attack rolls. If the Alpha is killed, all surrounding C.H.U.D.s must immediately make an END or SOC Check (8+) or break and scatter into drains/ducts.

  • Corrosive Spew (Ranged Attack): Once every 3 combat rounds, the Alpha can vomit a stream of concentrated industrial slurry/stomach acid.

    • Range: Short (up to 10m).

    • Damage: 2D6 acid damage, ignoring 2 points of worn armor. Targets hit must make an END Check (8+) or suffer 1D6 persistent acid damage on the following round.

  • Thickened Retina (Light Resistance): Unlike standard C.H.U.D.s, the Alpha is immune to dazzle/blindness penalties caused by standard searchlights or flares. Only military-grade flashbangs force an END check.

  • Limb Maul (Special Grab): If the Alpha succeeds on an attack roll by 3 or more (Effect +3), it grabs the victim. The victim is Restrained and takes automatic 2D6 crushing damage at the start of each round until they escape (Opposed STR check).

Tactical Usage in Encounters

  • The Anchor: Deploy a single Alpha surrounded by 4–8 basic C.H.U.D.s. Use the lesser pack to pin down or flush out the party's heavy weapons operators while the Alpha closes the distance to engagement range.

  • Ambush Hunter: Place the Alpha in high, overhead structures (pipe galleries, catwalks) where it can drop down directly onto a squishy character, instantly using its Limb Maul ability to isolate and devour a crew member before the party can focus fire.