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Pirate Borg: High Seas Adventure Guide

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0% found this document useful (0 votes)
2K views64 pages

Pirate Borg: High Seas Adventure Guide

Uploaded by

Jeremy Witt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

P DF

I E W
E V
PR
WHAT'S IN A NAME? d12 FOUL WEATHER 2d6
1 Ed(mund) James Meathook 2 deep cold, well below the line
2 Roger(s) Chris(topher) Jose 3 nauseating green mist
3 Jack Robert(s) Fernando 4 thick, low-lying fog
4 David Francois Henry 5 oppressively overcast
5 Pete(r) Juan Mary 6 sweltering, hellfire sunlight
6 Angelica John(athan) Anne 7 gentle breeze, smell of decay
7 Sam(uel) Butch(er) Philip 8 calm before the storm
8 Morgan (Old) Ben Scraggs 9 soft, cold rain
9 Diego Will(iam) Eliza(beth) 10 frigid trade winds
10 Ed(ward) Louis Hector 11 torrential downpours
11 Isabel(la) Jean Genny 12 catastrophic tempest
12 Charles Stede Thom(as)

CAROUSING 4d20 (or 1d20) DRINKING RUM&GROG


You are hungover for the lowest result Test Toughness DR8 + [number of
in hours. drinks in the last hour] to heal
Add the dice together. The result is: d4 HP. Fail and you vomit for d2
4-49 how much you spent/lost in silver rounds. AGILITY is -1 for each
50+ how much you won/stole in silver drink (lasts one hour per drink).

d20 Last night you... [who?] You wake up... and now you are...
1 ??? (you don't remember) ??? (you don't know). ??? (you're blind/it's dark) ??? (confused).
2 got lucky with an enemy. tied to a spit over a fire dead or dying.
3 went swimming with a pig. in your bunk or cabin missing a limb.

4 made enemies with a stranger. in a gibbet cage terrible (-1 to all stats).
5 did some ASH with a crewmate. in the hold of a ship haggard (only d4 HP left).
6 got in a fight with a monkey. deep in the jungle missing a digit or eye.
7 started a riot with a priest. tied to a stake on a wanted poster.
8 stole from your crew. swinging from a mast in debt (3d10 x10 silver).
9 had a debate with a ghost. in a dark cave haunted.
10 became friends with a skeleton. in a coffin really sad.
11 played cards with a barmaid/barkeep. with a noose around your neck ravenously hungry.
12 spent the night with some wenches. in a brothel or tavern soon to be a parent.
13 gambled with some soldiers. locked in a cell in pain from a new tattoo.
14 got drunk with yourself. on a tavern floor a year older.
15 fell in love with a beautiful person. on the beach in love.
16 had a run-in with the Devil. naked in the street rich (3d10 x 10 silver).
17 killed the captain. in a captain's cabin the Captain now.
18 married a VIP. in a church the owner of a ship.
19 saw the sunrise with a parrot. floating in water amazing (gain experience).
20 had dinner with a VIP's adult progeny. in a mansion filthy rich (+1k silver).
NPC MOTIVATION d20
1 escape 5 exploration 9 wealth 13 adventure 17 intoxication
2 happiness 6 love or sex 10 hunger 14 guilt 18 family
3 recovery 7 revenge 11 reputation 15 leisure 19 religion
4 pleasure 8 fear 12 aggression 16 protection 20 occult

LOOT THE BODY d100


Text in italics is not immediately obvious. Add the result in silver for extra loot.

00 Roll again twice. 36 Stone ring with an 64 A ship's schedule


engraved rune. with details of a
01-20 The result on the treasure ship.
Ancient Relics table 37 Deep blue gemstone.
(pg. 62). It sparkles in the 65 Jar of black sand.
moonlight.
21 Skull with glowing 66 Book of dark rituals.
green sockets. 38 Obsidian figurine of Test SPIRIT DR14
a kraken. The Kraken to learn one random
22 A nasty-looking knife won't attack you. ritual (pg. 64)
(d6). or else permanently
39 Parrot feather. +1 lose 1 SPIRIT.
23 Wanted poster with a Devil’s Luck each
picture of one of the dawn. 67 Handwritten
PCs on it. collection of ghost
40 Some rotten dried stories.
24 Black candle. When fruit.
lit its purple flame 68 Book: A Guide to
forms a skull. 41 Recipe for turtle Sailor Tattoos.
stew. If made,
25 Single golden manacle everyone who can 69 A live rat.
with 5 links. smell it passes out.
At sea, the crew 70 d4 dead fish.
26 A leather journal.
Contains 1 sea shanty awakes with their 71 Vial of blowfish
(pg. 68). ship drifting near a poison. Test
mysterious island. TOUGHNESS DR12 or
27 Oil lantern filled take d10 damage.
with dark green 42 Small book on tying
liquid. sailor knots. 72 Treasure map (pg. 119).
It burns a pale green 43 Deck of playing
light for 5', but 73 A glass eye that
cards. The queens are always looks West.
never runs out. mermaids.
28 Fine metal flask. 74 Broken cutlass hilt
44 Random bomb (pg. 53). (d4).
29 Bag of white powder. 45 Jar of d10 eyeballs 75 Glass dagger. (3d4),
30 Small box with d12 preserved in white breaks after 1 use.
black pearls worth a rum. They still see.
fortune. 76 Book: The Secret Art
46 Set of lock picks. of Fencing in the
31 Sea shell lined with 47 Paper doll painted Age of Gunpowder.
mother of pearl. with blood. Test PRESENCE DR12
to permanently gain
32 Pipe carved out of 48 Deep green gemstone +1 STRENGTH. It only
whale bone. worth 100s. works once.
A mysterious map is
carved in the bowl. 49 Small wood flute. 77 Bottle filled with
iridescent dust.
33 Dead rat. 50-59 The result in silver.
78 Lint. Flammable.
34 Jewel encrusted 60 Leather eye patch.
egg. AGILITY DR18 to That eye can see in 79 Golden idol.
open or it breaks. the dark. Priceless, belongs in
Clockwork inside, a museum.
worth 500s. 61 Flintlock pistol with
tally marks. 80-89 d8 gold doubloons
35 d8 crab claws. worth the result in
Throwing them before 62 d4 gold teeth. silver.
casting a ritual 63 Letter from a bonnie
lowers the DR by 1. 90+ Random Thing of
lass. Importance (pg. 60).
pirateborg is a game about grog-swilling pirates, undead galleons, arcane treasures found in ancient
temples, and high seas adventure. It’s not a game about slavery, sexual violence, genocide, or any of the
other abhorrent real parts of our history. Please treat these topics with the respect they deserve, or leave
them out of the game altogether and go hunt some skeletons.

play testing, beta readers, and contributors


Tyler Stratton, Pelle Nilsson, Christian Eichhorn, Jacob Hurst, Allan Sugarbaker, Scott Sesko, Kevin
Campbell, Ryan Zanger, Ben Linde, Charles William Power Jones, Brett O'Donnell, Matthijs Krijger,
Lewis Colburn, Blair McMillan, Matt Lewis, Cornelius Hardenbergh, Richard McAllister, Leonardo
Negron, Maboy, Joe Moon, David Lim, the Limithron Patreon & Discord Playtest Group.

proofreading/editing
Jarrett Crader (MRC), Allan Sugarbaker, David H Lim, Tyler Stratton, Stijn Van Hove, Zachary Velcoff.
Sensitvity Consultant: Bridgett Jeffries.

thanks
My wife Bea for all her support and for always listening to me talk about pirates, my brother Tyler for
so many years of great gaming, my parents for everything (including taking me on the Pirates of the
Caribbean ride over 30 years ago), and my incredible Patreon subscribers, without whom this book would
have never been possible.

inspiration
d shadow of the tomb raider d the black hack d neverland 5e d oak & iron d knock!
sails d darkest dungeon d the dark of hot springs island d mothership d sea of thieves
doom d pirates of the spanish main d apocalypto d assassin's creed iv: black flag d black
and the rainbow d the abyss d the secret of monkey island d hook d army of darkness d
black freighter d dark castle d on stranger tides d sid meier's pirates! d the serpent
caribbean d a wizard of earthsea d raiders of the lost ark d the goonies d tales from the
treasure island d dagon d call of cthulhu d the shadow over innsmouth d pirates of the

This project would not exist without the


incredible book and enigma that is
M Ö R K B OR G
Thank you to Pelle Nilsson and Johan Nohr for the incredible
inspiration and generous 3rd party license.
Please, do yourself a favor, and pick up a copy of Mörk Borg.

[Link]
© 2023 Limithron LLC. All rights reserved.
publisher
Free League Publishing
print
Standart Impressa UAB, Lithuania 2023
paper
Munken Print Cream 150g, Munken Print Cream 115g
isbn
978-91-89765-12-2

PI R A T E B OR G
is an independent production by Limithron LLC and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Writing, Illustration, and Layout by

Luke Stratton | Limithron


with public domain images from

The British Library


+
Rijksmuseum

Check out the Down Among the Dead Kickstarter:

PREVIEW PDF
8 | Intro

Early explorers thought the Dark Caribbean was paradise:


they found nothing but deserted islands and bountiful treasures.
It wasn't until thousands had left their crowded, blighted homelands and
settled in among the islands that they encountered the Scourge...
Intro | 9

It began on the solstice.


Haunting screams echoed over sandy beaches, and from the death black
waves crawled the undead.
Terror spread like wildfire.

At first they came in single numbers, but hordes gestated and soon
settlements were blotted out by a torrent of lifeless, nameless creatures.

Possessed flesh of dead sailors, ghosts of displaced inhabitants,


skeletal constructs shrouded in seaweed and muck, and
horrible monsters born from the unknowable dark places in the world:

They emerged from the sea and consumed all.


The meek had nowhere to flee but to their graves, only to rise again at dusk.

Survivors fortified cities and bolstered strongholds.


Soon after, the effects of ASH were discovered. A new status quo was born.
10

ASH
1. The remnants of destroyed undead. First discovered
(ăsh) noun.

in the Dark Caribbean. Known to have physiological


& psychedelic effects when consumed. Extremely
valuable. Responsible for numerous conflicts, trade
disputes, and an influx of black markets.
Addicts can be spotted by their sunken
eye sockets, darkened lips, and faintly
glowing bones.

Current ASH Market [2d6]


The standard rate per dose (~5 lbs. or one per
skeleton) is 50s. Roll in each new port or each day.
2 Buyer's market (can't give it away).
3 Flooded: half the rate.
4-5 Surplus: lower last rate by 20%.
6-8 Holding steady.
9-10 In demand: raise rate by 20%.
11 Rare: double the last rate.
12 Seller's market (name your price).

Effects of Consuming ASH [d20] Most effects last for 2d6 minutes.
1 Overdose. Pass out for d4 rounds. 11 Gain the effects of tier 3 armor.
Test toughness dr12 or instant death. 12 Time slows down. Take 2 actions or
2 Roll a Mystical Mishap (pg. 66). attacks each round.
3 Lose d4 HP and become infected. 13 Attack and defend at -4 dr.
4 Permanent -1 to all abilities. 14 Gain d12 temporary hit points.
5 The world turns gray and lifeless. You no 15 You can see in the dark. Everything that
longer see the joy in living. All seems dead. has ever lived glows neon colors.
6 Everyone around you appears to be (d4): 16 Move double your speed (up to 60'/turn).
1. undead 2. soldiers 3. sea creatures. 4. all 3. 17 +2 to strength and agility for 24 hours.
7 You think you're an animal (d6, pg. 86). 18 Mental transcendence.
8 One of your limbs (d4) rots away permanently. Permanent +1 to presence.
It is replaced by a ghost limb at sunset. 19 You are one with the universe.
9 You fear the sun and thirst for blood, Permanent +1 to spirit.
brains, or both. 20 Roll d10+10 three times on this table
10 You hear colors, see sounds, and feel taste. (duplicate results have no effect).
O
n New Providence Island is Nassau Town, the ruins of an
imperial colony. Now it is barely more than a collection of
driftwood shacks and canvas tents.
At night, cooking fires litter rum-soaked
beaches like drunk fireflies. Here the

Brethren
of the
Coast lie in wait for the

call of the sea.

An
outcast
tribe of rebels, thieves
& vagabonds, their lust for riches and
debauchery is only surpassed by an unyielding demand for
freedom. The long reach of imperialism is a vapid memory that
wanes with the crumbling ruins of the island’s lone seaside fort.
It is a bastion against law, order, and responsibility.

T
o the south, the piratical outpost on the small island
of Tortuga has devolved into a cesspool of vagrants and
rapscallions. ASH, the primary commodity, is smuggled,
sold, stolen, snorted, smoked, and sequestered. Each night parvenu
squander a year’s wages on chemical escapism, carnal pleasures, and
games of chance in a myriad of taverns, brothels, and ASH dens.
13

Here lies the still- beating, black heart of the

Republic of
Pirates
English Crown
15
Empire rots from within. Endless warmongering and
blatant imperialism have bled their treasuries dry.
All but abandoned by the Crown, the few ports
that still fly the Union Jack have become
obsequious to the Machiavellian Lord
Hamilton,
WEST governor of the
INDIA
ó Jamaica colony,
despondent in the eye of the
is

C storm. While his subordinates


scramble to rebuild Port Royal after
a preternatural earthquake, he conscripts a
fleet of tenebrous privateers in hopes of avoiding his
inevitable ruin.

God save The King All


U s
16
17

FIndiesrench
The

O n the western shores of Hispaniola, whispers


of revolution gestate in the festering colony
of Petit-Goâve. Once an ivory tower of the French
monarchy, it is now no more than a rotting figurehead,
and a clandestine network of spies and assassins
flourishes in the vacuum left by a preoccupied King.
Its harbors overflow with merchant vessels like flies on
a carcass, and the bourgeoisie acquiesce to the whims
of capitalistic crime syndicates and malevolent cultists.

To the east, among the small wild islands known as The Lesser
Antilles, is Guadeloupe. An opulent palace and extravagantly
decorated forts shadow impoverished slums and crumbling
warrens. Here, hedonistic aristocrats turn a blind, drunken eye
to the incompetent and bloated military's patriarchal conquests.
All can be bought and sold, including munitions, letters of
marque, undercover agents, ASH, courtesans, scandals, false
hope, and sanctuary.
18

O n the western shores of Cuba,


the capital of the viceroyalty
of new spain shines like a
greedy candle sputtering in a smoke-
choked room. Here in Havana,
brightly painted stucco and lush
palm fronds mask the corrupt whims
of the overcrowded metropolis.
Aristocrats, politicians, and
puppet masters pull the strings
of a dying kingdom, their threads
woven from subterfuge and
propaganda. Fortresses armed
with countless cannons guard
an impenetrable harbor where
seasonal treasure fleets amass
before transporting silver,
gold, and ASH back east.
19

A cross the sea, at the mouth


of Lake Maracaibo,
the citadel towers over
the nearby jungle like a mass of
razor sharp coral protruding at
high tide. Here the inqvisition
weaves its devious web. Their
nest: the endless dungeons
sunken deep beneath the city.
Their prey: countless heretics
forced into endless repentance.
Sailors flee from the cries of
the banshee that haunts
these waters... but it is only
the screams of the damned,
and nothing more.
20

The Wretched

Clandestine cultists with eldritch ambitions.

The Wretched. Their secret society hidden in plain


sight amongst sailors and townsfolk.

Each solstice, their submerges in


prophet The Sunken One briny shallows.
He returns with
omens from The Great Old Ones, and these new psalms are
sanguinated into the only book that ever mattered:
Their altar: The Abyss.
The
Necronomicon.
Their prayer: for those that once were to
return from the depths
and commence:
21
22

The Dark
Yucatan

Far to the WEST, evil wells in the DARK


YUCATAN. ˜ Folktales of cities made of gold and
temples ripe with untapped fortunes taunt the meek
like the befouled carcass taunts the vulture.
23

The borders reek of rot, yet the jungle calls to


those who listen. Like the heretic Cortes, none
who have ventured into that execrable labyrinth
have returned to tell the tale...
ec e n t p er s on, b ut
yo u w e re once a d
Perhap s n o th er p l ace.
in a
t w a s lon g ago, and
tha
y o u're a lowlife.
N ow
A scoundrel . e.
A Pyrat
o l lo w th e se steps
F e nature.
y o u r vil
to discover
Creating a Player Character | 27

Create a Player Character (PC)


1. Roll on each of the tables on this page.
2. Roll your ability scores (pg. 28).
3. Choose or roll [d6*] a class (pg. 34-45), which affects the
next 3 steps, or you can be a landlubber (no class).
*Roll a d8 to include the two optional classes.
- Roll your starting hit points (pg. 33).
- Roll for a weapon, clothing, and a hat (pg. 50-53).
- Roll for starting Devil's Luck
(pg. 54).
4. Choose or roll tables on pages 55-61.
5. Name your pirate.

Welcome to the Dark Caribbean

d6 d12 d12
container
1
cheap gear
lantern (d6 hours of oil) 1
Fancy gear
compass
1 bucket for 4 2 d4 candles (1 hour each) 2 spyglass
normal-sized items 3 30' of rope 3 fishing rod
2 bandolier for 6 4 shovel 4 1 random Ancient Relic
5 medical kit: (pg. 62)
small-sized items (stops bleeding/poison/
infection and heals d6 5 bottle of fine rum
3 satchel for 8 HP, presence + 4 uses) 6 old pocket watch
normal-sized items 6 weighted dice 7 blanket & pillow
7 flint & steel 8 ink, quill, parchment
4 backpack 10 worn out book
8 hammer & nails 9
normal-sized items 9 mess kit 10 tent
5 large sea chest for 20 10 pipe & tobacco pouch 11 whetstone
normal-sized items 11 d6 torches (1 hour each) 12 instrument [d10]
or one of the above of 12 a pet [d10] 1 concertina
1 snake 2 drum
your choice 3 flute
2 rat
3 lizard 4 fiddle
6a dinghy (pg. 5 banjo
80) or one 4 monkey
5 parrot 6 horn
of the above of 6 cat 7 hurdy-gurdy
7 dog 8 guitar
your choice 9 mandolin
8 hawk
9 hermit crab 10 voice of an angel
10 fish in a jar
28 | Ability Scores

ABILITY SCORES
Roll 3d6 and use the table below to generate
each ability score from -3 to +3. Alternatively,
landlubbers (PCs with no class) can roll 4d6 and
drop the lowest result. The sum is not used once
your abilities are determined, only the modifier.
Choosing a class will alter those modifiers.
Abilities can never exceed -3 or +6.

MODIFIERS
3-4 5-6 7-8 9-12 13-14 15-16 17-18
-3 -2 -1 ±0 +1 +2 +3
ABILITIES
STRENGTH Crush, lift, strike, grapple.
AGILITY Defend, balance, swim, flee.
PRESENCE Smarts, ranged weapons, perceive, charm.
TOUGHNESS Drink grog, hold breath, survive falling.
SPIRIT
SPIRIT Willpower, using relics, casting rituals.

TESTS DIFFICULTY RATINGS [DR]


Tests are made against a 6 easy, even for a landlubber
Difficulty Rating (DR). 8 routine, but some chance of failure
To succeed, roll d20 ± your 10 pretty simple, but not too simple
ability with a result equal to or 12 normal
greater than the dr. 14 difficult
Creatures don’t use abilities, 16 really hard
they just roll a d20 against dr. 18 nigh impossible

Examples: pick the jail lock dr14, climb the rigging dr12, lift the broken mast dr16.

HOLDING YOUR BREATH


You can hold your breath for 1 + toughness minutes (minimum 1 minute), and half
that when under physical duress (minimum 30 seconds, swimming fast, combat,
lifting). After that, test toughness dr12 each round (increase the dr by 2 each round)
or lose 1 HP. You drown at 0 HP.
29

CARRYING CAPACITY
You can carry 8 ± strength normal-sized items without a problem. After that, testing
strength and agility dr increases by 2 (from 12 to 14, etc.). It is impossible to carry
more than double 8 ± strength
strength..

Normal-sized: cargo nets, muskets, shovels. NOT cannons, sea chests, oars, corpses.
30 | Violence

Violence
Players roll to attack and defend.
Enemies don’t roll dice in combat. melee
Test STRENGTH DR12
initiative [d6] ranged
1-3 enemies go first
4-6 PCs go first Test PRESENCE DR12

Individual initiative (if needed): defense


Test AGILITY DR12
AGILITY + d6
If you fail the enemy hits you.

critical [natural 20] Enemies attack once per round unless


noted otherwise.
ATTACK: Deal double damage, then armor/
protection is reduced one tier.
DEFENSE: PC can make an immediate free attack.

fumble [natural 1]
ATTACK: The weapon breaks or is lost.
DEFENSE: PC takes double damage,
then their armor is reduced one tier.

fumble a black powder


weapon attack [d6]
1-2 BACKFIRE. Take d2 damage.
3-4 BROKEN. Weapon is broken.
5-6 BOTH.

armor
When you take damage, roll your Armor Die and
subtract that from the total damage.
TIERS: tier 3 –d6
tier 2 –d4
tier 1 –d2
tier 0 -0
When armor is damaged (i.e., from a fumble),
penalties to strength and agility tests still persist
(see pg. 52).

Armor reduced below 1st tier is ruined and cannot


be repaired. For armor repair costs, see pg. 53.
Rounds, Movement, Rest, Reaction, Morale | 31

Rounds
Combat rounds are 6 seconds, enough time to make an attack, run
across the deck of a ship, use a relic, or complete a ritual.

Movement
Most creatures can travel 30' (or six 5-foot squares) a round.
Difficult terrain or swimming: half speed.

Rest
d Short rest (about 10 minutes): recover d4 HP.
d Long rest (overnight): recover d8 HP.
d No food or drink: restore 0 HP. After two days
of starving: lose d4 HP per day.
d Infected/sick/bleeding/poisoned: lose d6 HP
every morning (instead of recovering).

[2d6] Reaction
When meeting creatures whose reaction is
uncertain:
2-3 bloodthirsty
4-6 angered or alarmed
7-8 indifferent, neutral
9-10 almost friendly
11-12 helpful

[2d6] Morale
Most enemies will not fight to the death.
Roll 2d6 for morale if:
d The leader is killed.
d Half of the group is eliminated.
d A single enemy has only 1/3 of its HP left.
If you roll greater than the creature’s Morale
value it is demoralized. Roll d6 to see if the
enemy (1-3) flees or (4-6) surrenders.
32 | Hit Points, Death

Hit Points [HP]


Reference your class for starting HP, or if you are a
Landlubber (you have no class) begin with d10 ±toughness.

You never start with less than 1 HP.

Zero HP
If you are reduced to 0 HP, you are Broken.
Negative HP
If you are reduced to less than 0 HP:
you are Dead* (skip being Broken).
broken [d6] Down to Davy Jones' Locker with ye!
1 Instant death*.
2 Hemorrhage: Death in d2 hours unless
treated. All tests are dr16 the first hour.
dr18 the last hour.
3 Brain injury: You awake in 1 hour with a
-3 to presence for d8 days.
4 Roll a d6: 1-5 = Broken or severed limb.
6 = Lost eye. Can’t act for d4 rounds then
become active with d4 HP.
5 Fall unconscious for d4 rounds,
awaken with 1 HP and 0 Devil's Luck. *Optional: GM may allow dead
PCs to return to life as a
6 Fall unconscious for d2 rounds, awaken
Haunted Soul, pg. 46
with d4 HP and d2 Devil's Luck.
Gaining Experience | 33

Gaining Experience
The game master decides when a character should be improved.
It might be after: taking a prize, raiding a port, dividing the
plunder, burying treasure, or exploring a temple.
When this happens, do these things:

1. ability changes
Roll a d6 against every ability. Results equal to or greater
than the ability increase it by 1, to a maximum of +6.
Results below the ability decrease it by 1.
Abilities from -3 to +1 are always increased by 1 unless
the d6 result is 1, in which case the ability is then
reduced by 1, but never below -3.

2. more hp
Increase your maximum HP by d6.
You must rest or heal to
increase your current HP.

3. gain a
class feature
See your class description
to gain a new feature.

4. among the
dead you
find [d6]
1-2 nothing
3 a weapon (d10, pg. 50)
4 3d10 silver
5 1 ancient relic (pg. 62)
6 1 arcane ritual (pg. 64)
36 | Class: Rapscallion

a p sc a ll ion
R
,
cheating
s t ea ling, ..
g & ent
er in g , ing s.
card
bre a k in eed a de ck of play
tabbing, n
You will
g o o d a t ba c k s h a llo w graves.
g , and s
sca llywa shadows
y, c u tthroat er n s ,
k v .
Toughness uck (pg. 54). ,
A s ne a t a
ound in
c aping. F g th, - 1
n evil 's L pg. 52)
s
to Stre
a nd e
-1 D g(
+ 2 to Agility, Begins with d2 d6 for clothin
: , e.
Abilities ± toughness. eapon (pg. 50) g a i n experienc
w you
HP: d8 for a starting 2). a nd when
d6 pg. 5 eg i n
Roll t(
for a ha cia lty when yo
ub
and d1 0 e
for a sp
Roll d6 Skylarker
You’re as nimble in the
rigging as you are on
the deck. If you attack
ar
urgl after swinging, jumping,
B s. or making an acrobatic
k pick
lo c maneuver, test agility
ith y,
w e n em dr10 to automatically
hit
n
eg i an
o ub i s a rm and dea l +2 damage.
Y
t, d
er

:
cke a trap
bb

k p o
c e If taken again: increase extra
e

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d 2
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. al - damage by +1.
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Class: Rapscallion | 37

Drinking J es for
1. T he Devil
your

Grog&Rum o com l. You are


k sou ked
e suc a fiery
r into ta l. This
Test toughness dr8 + [number por
of drinks in the last hour] to T is the end of
a tory.
hea l d4 HP. Fail and you vomit b your s
o se
for d2 rounds. 2 -9. L
drink l your
agility is -1 for each e a ll of uc k
ing L
(lasts one hour per drink). rema in
[d20
. 2
points 9. Rega in ints.
]
10 -1 po
L uc k L uc k
. G a in 4
20 ma x
(to a
points
Lucky Devil of 4).
astard
Sneaky B
Whenever you use the
triking Devil’s Luck, draw a card:
W h en s G
shadows ro
h d g Br
from the Eac
snea king
,
9+: Regain 1 Luck. Joker: d ay ew
or while rvin ou can er
4 se y
r1 2 . Roll on the Joker Y
ity d ou gs br
test agil in i can so of pote ew
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On a su a
t to
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a lly dea l Gro a
automatic g s a po w ea
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critica l h If taken again: Lower the t to ou n .
card number needed to ug
hn
d:
ess
gain: regain Luck by 1. If ta
If taken a
dr
ke 14 o
-2 to dr. Blac n again, r -d
6H
k: +2 draw P.
to d a card.
Red r.
: I nc
rea
[d6> se dama
d8>d ge di
10 e
Joke >d12].
r: B
oth.
40 | Class: Swashbuckler

4.
Swashb uck ler
HP: Begins with d2Devil's Luck
[d10±
d10±TOUGHNESS
TOUGHNESS]
Begins with: Weapon[d10] Clothing[d10] Hat[d12]
Class: Swashbuckler | 41

a brash Fighter
with
B ravado
Abilities
+1 to strength, +1 to agility,
& Swag ger
-1 to presence, -1 to spirit.

You begin with one of the following Each time you gain experience,
fighting styles (d6): gain one of the following (d6, reroll if
already taken):
1. Ostentatious Fencer
Your melee Attack/Defense is dr -2 1. Shakespeare of Insults
when wielding a rapier or cutlass. When Your tongue is as quick as your blade.
dueling one-on-one, you deal +1 damage. Add +1 to all your damage rolls.

2. Flintlock Fanatic 2. Military Mastermind


You can attack with up to three pistols on Your experience in combat makes you
your turn (if you have them). Reloading and your allies a deadly threat. When
one pistol only takes you one round. combat starts, test presence dr10 to take
a surprise attack round against the enemy
3. Scurvy Scallywag or prevent them from surprising you.
You don’t fight fair. -2 dr when attacking
an enemy that has already been attacked 3. Sword Master
this turn. You have mastered the art of swordplay.
-2 to dr when attacking with a sword.
4. Inspiring Leader
Once each combat, roll a d4. Each of 4. Intimidating Presence
your allies may add or subtract that value Your stature strikes fear in the hearts and
from any one roll during this combat. minds of your enemies. Enemies close to
you suffer -2 Morale.
5. Knife Knave
You start with 2 knives, and when 5. Dazzling Acrobatics
attacking with them you can make two Fancy footwork, superior upper body
attacks a turn. They are dr -2 to hit, and strength, and a dash of style give you the
if the first attack hits, the 2nd is an edge in a fight. Your agility is +2
auto-hit. when defending.

6. Black Powder Poet 6. Calculating Cutthroat


You start with explosives. Roll d4 times You critical hit on natural dice rolls of 19
on the Bombs table (pg. 53). Your dr is and 20 (when attack & defending).
-2 when throwing bombs.
starting weapon
50 | Starting Weapons

1. Marlinspike or Belaying Pin [d4]

2. Knife or Bayonet [d4]

3. Smallsword or Machete [d4]

7. Flintlock Pistol
[2d4, Reload 2 actions,
range 30',
am mo: 10 + PRESENCE ro
unds of shot]
Starting Weapons | 51

4. Cat O' N ine Tails


[d4, 10' reach]

5. Boarding Axe [d6]

6. Cutlass [d6]

8. Finely Crafted Rapier [d8]

9. Boarding Pike [d10, 10' reach]

10. Musket [2d6,Reload 2 actions, range 150',


ammo: 10 + PRESENCE rounds of shot]
68 | Sea Shanties

d12

S hanties
Sea
verns
rn ed in seaside ta mindless
Oft en lea
d ogs , m o st shanties are
sea me are
and from old by sailing crews... but so
sung unlock the tr
ue
distractions gs a n d ca n
st son
more than ju ew ... and the se
a.
ity o f a cr
capabil
ga
h d ay , th e crew can sin
Eac al to
b e r o f S ea Shanties equ
num
ain's spirit.
1 ± the capt
own
se fr om y o ur crew's kn 12.
Choo c r ew skill dr
a n d te st
shanties
nty's
c re w su c ce eds, the sha
If the ct one
ct is a cti v ated. Subtra
eff e they
o m th e d a ily total. If
use fr orrible
il, th e sh a nty sounds h
fa es
ffect: Shanti
and has no e
lized for the
cannot be uti
next hour.
on
ides the effect
The GM dec mble .
a Crit or Fu
Sea Shanties | 69

Sea
Fifteen Men on a n t he
Fish i
1
Dead Man's Chest 7 . T he
a d ir ection for
e
Choos ws that way
The ship gains d2 Devil's Luck d b lo
win
that it can use like a PC. h o u r s.
d4

2 Dead Horse
The ship recovers d10 HP 8 Captain Kidd
and any misfired cannons Attacks from this ship are
are repaired. dr -2 for d6 rounds.

3 Spanish Ladies 9A Drop of


od
Ship can't get lost today. Nelson's Blo
ship's speed
Increase the
4 Leave Her by 1 for d8 ho
urs.
Johnny
Reroll Changing 10 All For Me Grog
Winds (pg. 78).
Raise the ship's morale by
2. The crew cannot mutiny
5Blow the today.

Man Down 11 Fire Down Below


Extinguish all fires on the ship
The ship is +2 dr to hit
and repair d6 HP.
until the end of combat.

6 Drunken Sailor 12Down


One ship's cre w skill is -4 Among the
for d6 rounds. Dead Men ash
Dark waves cr
an o th er
against
ove it 1 hex
ship. M
any d ir ection
(1") in
8 HP.
and it loses d
72 | Naval Combat
Naval Combat | 73

NAVAL COMBAT
Stats & Abilities
HP Represents the vessel's condition and crew's health & morale.
HULL Like armor (pg. 30), but for vessels.
AGILITY How nimble and maneuverable the vessel is.
SPEED Distance the vessel can move each turn.
SKILL The crew's skill and training.
BROADSIDES Damage the main cannons deal.
SMALL ARMS Damage the swivel guns and muskets deal.
RAM Damage dealt when involved in a Ram action.
CREW The min/max crew the ship can carry without penalty.
CARGO Number of slots of cargo the vessel can carry.

Crew Range &Arc of Fire


Ships without enough crew can only Standard range of fire: 12 hexes.
take one crew action, regardless of
how many PCs are on board. Ships can only fire their broadside
cannons at a 45° angle from their side.
Ships can carry double their max crew They can always fire their small arms
for short distances (less than a day). (muskets, swivel guns).

Damage Scaling
Ship HP and damage is not the same
as PC HP and damage. Use a ratio of
1:5 if you need to convert.
Ex: A ship with 20 HP would have 100 HP
if a PC shot it with a musket, and a d8 cannon
would deal d8 x 5 to a skeleton.

How long Is a Round?


Ship combat rounds are dynamic in
length, but typically last around 30
seconds. PCs still only take 1 action
each round.
74 | Naval Combat

Movement Crit (Nat 20)


b Play on a hex grid. 1 inch ~ 50 feet. Double damage, then the hull is
b Ships can rotate twice during each reduced one tier.
movement (60° or 1 hex face), but Example: -d6 > -d4.
only once per hex.
b Ships must move at least 1 hex each Ship hulls cannot be repaired at sea.
turn unless in close combat, ramming, See Shipwright ( pg. 77).
anchored, or In Irons (pg. 78).
GM decides outcome for other crew
actions, if any.

Fumble (Nat 1)
Cannons or small arms misfire.

A damaged weapon must be repaired


before it can be fired again.
Ships can rotate at any point along their path.
GM decides outcome for other crew

Initiative actions, if any.

Roll D6 + SHIP AGILITY for each ship.


Highest goes first, PC ships win ties.
Sinking
Zero HP or Less
All ships reroll every round. The ship is derelict. Its speed is
reduced to zero and it cannot take any
On Each Ship’s Turn crew actions while in combat.
1. The Captain uses their action to When a Derelict Takes More
move the ship its speed in hexes. Damage [d8]
1-2 No effect.
2. Non-captain PCs take 1 crew action
3 Sinks in d2 rounds.
each.
4 Sinks next round.
3. A ship that hasn't taken at least 2 5 Sinks now.
crew actions can take up to 2 crew 6 Minor Explosion. All aboard test
actions total. agility dr12 or take d6 damage.
7 Major Explosion. Ship sinks, all
4. Switch to close combat when aboard take d8 damage.
appropriate. Ships involved in close 8 Magazine Explosion. Instant
combat are considered anchored and death to all aboard.
cannot take crew actions.
Naval Combat: Crew Actions | 75

Crew Actions
Each action can only be chosen once* per ship's turn. Each ship gets
at least 2 actions (or more if there are PCs on board). PCs taking crew
actions add the bonus in parentheses.
FIRE BROADSIDES Test Ship CREW SKILL (+PC PRESENCE) DR12:
Attack with each of the ship's broadside attacks*.
Target must be in the ship’s arc of fire.

FIRE SMALL ARMS Test Ship CREW SKILL (+PC PRESENCE) DR12:
Attack with each of the ship's small arms attacks*.

FULL SAIL Test Ship AGILITY (+PC AGILITY) DR12:


Move one extra hex.

COME ABOUT Test Ship AGILITY (+PC STRENGTH) DR12:


Rotate one extra hex face.

DROP ANCHOR Reduce the ship's speed to zero.

WEIGH ANCHOR The ship is no longer anchored.

REPAIR Test Ship CREW SKILL (+PC PRESENCE) DR12:


Ship recovers d6 HP or repairs misfired cannons.
A ship can only recover up to 50% of its maximum HP using
this action.

BOARDING PARTY If touching another ship, the crew may board and
attack. Switch to melee combat.

RAM A ship that ends its movement touching another


ship can ram. All ships involved roll ram damage.
Add +1 for each hex that ship traveled on its last
move. A ship that rams cannot take any other crew
actions on its turn.

SOMETHING ELSE Use Relic or Ritual, inspire the crew, hide, etc.

*Larger ships have attack actions that may be taken multiple times. If the attack action is only taken by one
PC, they may roll all of that ship's attacks, but they only add their presence to the first roll. If multiple PCs
take the attack action, each may add their presence to one roll. Limit one PC per attack roll.
80 | Raft, Dinghy, Canoe

Raft
Makeshift rafts, often jury-rigged by those marooned on
desert islands.

HP Hull Agility Speed


2 - -1 1
Skill Broadsides Small Arms Ram
* - - none
Crew Cargo
1/3 0
Special
* Use passengers' stats.

Dinghy
Utility rowboats towed behind medium ships or stored on the
deck of larger ones. T he perfect espionage vessel.

HP Hull Agility Speed


4 - +3 2
Skill Broadsides Small Arms Ram
* - d2 none
Crew Cargo
1/4 0
Special
* Use passengers' stats. Not affected by wind.

Canoe
Carved from a single log, canoes make fast, maneuverable
boats perfect for traveling in swamps and up streams.

HP Hull Agility Speed


3 - +3 3
Skill Broadsides Small Arms Ram
* - d2 none
Crew Cargo
1/3 0
Special
* Use passengers' stats. Not affected by wind.
82 | Sloop, Brigantine, Fluyt

Sloop
Small, single-masted vessel. T he “perfect” pirate ship due to
its speed, shallow draft, and maneuverability.

HP Hull Agility Speed


30 -d2 +2 5
Skill Broadsides Small Arms Ram
-1 d6 d4 d4
Crew Cargo
3/10 2
Special
Can travel at full speed when Close to the Wind.

Brigantine
A square-rigged, two mast vessel. Nimble, and suitable for
medium-sized crews. Commonly used as a merchant ship.

HP Hull Agility Speed


40 -d4 +1 4
Skill Broadsides Small Arms Ram
+0 d8 d4 d6
Crew Cargo
15/30 3
Special
None.

Fluyt
Slow, high-sided merchant vessels. Not ideal for piracy but
good for transporting cargo, troops, and treasure.

HP Hull Agility Speed


50 -d4 -1 3
Skill Broadsides Small Arms Ram
+0 d10 d6 d6
Crew Cargo
10/40 5
Special
None.
96 | Ghosts

u st
r t h e f ir st time m
osts fo y may
eeing gh rror. The
Anyone s dr12 or f lee in te each turn.
test spir
it r t of
t h e t e s t at the sta
repeat cially wit
h
g gr og & rum, espe s are
drinkin o t
They love e plant ro
ow d e r added. Som ealth.
black p s to their
h
dangerou

Ghost Monkey Ghost Crew


Excellent climbers and pickpockets. They eat Sailors and pirates lost at sea, forever bound
everything in sight. They love coconuts, but to carry out their captains orders... and search
bananas irritate their stomachs (and bowels). for grog.

HP 4 Morale 6 No armor HP 7 Morale 7 No armor


d Claws/bite d4 d Cutlass d6
d Monkey See, Monkey Poo Test agility d Harpoon d8, can be thrown 30'
dr12 or become poisoned. Ethereal Can be invisible until it attacks,
Ethereal Can be invisible until it attacks, then it is dr14 to hit.
then it is dr16 to hit.
Ghosts | 97

Ghost Quartermaster Ghost Captain


Mean, foul, 2nd in command. In life, they Hung for their crimes at sea, these full-body
punished the crew. In death, they punish all. apparitions are truly horrifying to behold.

HP 10 Morale 9 No armor HP 15 Morale 10 Gibbet cage -d4


d Scimitar d8 d Flintlock 2d4 d Chain whip d8, 10' reach
Vicious Leader All Ghost Crew within d Spectral cutlass d8 + Life Drain.
10' are dr14 to defend against and only Life Drain Test spirit dr12 or the captain
make morale tests if the Quartermaster or drains all abilities by 1 until the next dawn and
Captain is destroyed. it recovers d6 hp.
Ethereal Hidden until it attacks. Attacks Ethereal Hidden until it attacks. dr14 to hit.
against it are dr14 to hit. Hover Can fly up to 50' each turn.
104 | Undead Megalodon

Undead Megalodon
 Only scared of bigger fish.
 DR16 to hit when underwater
(if it can even be seen),
DR8 when surfacing.
 If reduced to 0 HP or less, test
DR12 to drop to 1 HP instead.

Melee Combat
HP 40 Morale - Shark skin -d6
d Zombie vomit d4 zombies emerge.
d Bite d12, DR8 to dodge.

Naval Combat
HP 8 Morale - No armor
Speed 6 Agility +3
b Spike Ram d12
The Kraken | 105

The Kraken
Melee Combat
HP 200 Morale 9 Rubbery skin -d4
d Tentacle slam d6 (4/turn).
d Grab Agility DR12 to dodge.
d Eat Death to one grabbed creature.
Huge DR8 to hit.
Optional Tentacles (x8) have
25 HP each.

Naval Combat
HP 40 Morale 9 No armor
Speed 4 Agility +1
b Tentacles d6 (up to 4/turn).
b Entangle Ship can't move, but
attacks are DR6 to hit the Kraken.

During Naval Combat (pg. 73), sea monsters aren't affected by wind
and can move up to their speed in any direction.
7
6

4
8
9

1
144 | The Jungle

THE JUNGLE
d20 Points of Interest
Reveal these locations when exploring the jungle.
Fast: 1d20, read across.
Random: 4d20, shake & bake until ready to serve.
Custom: Choose your own adventure.

d20 Terrain Contents Environment


1 dense underbrush a 10' tall carved stone idol blistering heat
2 grove of coconut trees a skeleton buzzing flies carrying disease
3 grove of banana trees a recently buried corpse extremely loud insects
4 calm, sun or moon lit clearing colorful wild flowers eerie fog
5 small, moss filled cave hundreds of mushrooms abnormally cold
6 larges, ancient deciduous trees a dinghy, hidden under fronds huge insects that bite
7 granite cliff with a climbable crack a head impaled on a spike calm, sea breeze
8 serene lagoon with turquoise water a small wrecked ship absolute bliss fills the air
9 swamp, water lilies, mangrove trees lanterns hanging from stakes distant sound of chanting
10 a clearing circled by palm trees ruins from an ancient civilization a large bonfire and spit
11 shoulder-high grass the nest of a carnivorous animal growling sounds
12 thick tangle of vines and brambles a large, bloody pile of bones feeling of being watched
13 waterfall, dropping from 50' up a secret cache of cargo vultures circle above
14 high point with a great view a large volcanic rock distant sound of cannon fire
15 sandstone rock formation a large, wooden crate large fire ant mound
16 small babbling creek a corpse hanging from noose intensely putrid death smell
17 shady ferns and lush foliage an abandoned campsite quicksand
18 large tree (with a tree house) a fresh water spring 500+ butterflies or fireflies
19 pine forest with low branches a colony of d100 macaws fast, howling winds
20 sinkhole (to the Nameless Temple) blood dripped on to foliage a faint green glow
The Jungle| 145

d20 Encounters Discoveries


1 mundane jungle mammals Exploring may result in several curious developments.
2 skeletons (pg. 92), sauntering Clayborn's Tree House
3 Governor Barlette (pg. 132) Ropes and pulleys hang from a 100' tall oak tree. 50’ up, a series
4 Dark Fauna: Terrestrial (pg. 86) of planks and rope ladders lead to a tree house built from
driftwood, thatch and palm fronds.
5 zombies (pg. 94), skulking
What's going on here? Clayborn, a retired sailor, lives here. He
6 Dark Flora (pg. 90)
knows much of the island’s history, and has a few wares for sale.
7 Dark Fauna: Avian (pg. 87) He can be rude, and talks to an invisible friend named “Clancy.”
8 d2+1 (romantic) pirates
The Temple Entrance
9 Tela Fafane (pg. 133), gathering
In the middle of a 200’ clearing stands a 30’ tall fig tree with a
10 small undead animals tangle of thick roots. Hundreds of plump banyans hang from its
11 a terrified pirate, fleeing branches. Nearby, a lone palm sways in the wind.

12 dangerous jungle mammals What's going on here? The banyan tree is non-indigenous. Its
roots conceal the sinkhole that leads into the Nameless Temple.
13 jungle birds, singing Near the palm is a pile of rocks, the remains of an old well that
14 Veronique (pg. 132), painting leads into the temple and eventually the underground lake.

15 Pedro (pg. 147) & d8 riflemen Cultists Glow (Night)


16 Xoth (pg. 147), stalking A green glow seeps through the brush, and the distant sound of
17 Catherwood (pg. 147), searching chanting seems to creep through the jungle like mist.

18 Clayborn, annoyed and curious What's going on here? The Wretched cultists are on their way
to (or from) the temple. They cast a ritual that opens a portal,
19 Beatrice (pg. 147) and d4+1 crew teleporting them to the sanctum 50’ underground. Occasionally,
20 Clementius (pg. 147), 23 followers Xoth (pg. 147) sneaks out of these portals and stalks the jungle.
146 | The Nameless Temple

WHAT IS THIS? WHERE IS IT?


The Nameless Temple is three locations in one, Place this temple wherever you need it. It could be a
each with a different history and purpose. The random jungle encounter, or on a different island. With a
entire temple is buried under years of sediment few modifications you can split it into 3 separate locations.
and jungle vegetation.
D6 PLOT HOOKS
HISTORY 1. Catherwood (see opposite) visits the Green Kraken
This history can used as backstory, rumors, library tavern nightly. His wife left a journal that points to a
discoveries, explorer's journal entries, and as the temple she believed was somewhere on this island.
subject of glyphs, murals, and pictograms carved in the He has been searching for it for the past 3 weeks, and
temple's walls.
shares discoveries with anyone who helps him find the
• Centuries ago, an ancient group of Mesoan
location. He has clues where to start looking, but can’t
settlers discovered an underground lake with
make much sense of the strange glyphs in the journal.
unexplainable healing powers.
• Upon it they built a sanctum, carved from the rock, 2. One of the PCs has a dream or vision of the Omega
to honor the site’s divinity. Tribes from all around Stone. It calls to them every time they sleep, and each
would bring their weak & wounded to visit the day they awake knowing what direction to head to find
healing waters of the cave. the entrance to the temple.
• The temple’s renown grew. It was conquered by one 3. Father Wallace (pg. 133) has seen a large group
tribe after another, until a shaman summoned a (20-30) of hooded figures that arrive late at night in
nameless creature from the depths of the sea to a small fishing boat and head into the jungle. They
help protect the temple. All rejoiced. return each morning with less people than they arrived
• The monster’s hunger swelled. The tribe paid with and depart before sunrise. Following them leads
tribute in riches and human blood, but it was not to the entrance on the top level, but the cultists
enough. It consumed all. disappear into a green portal.
• They lured it to the lake, and for a time, they
satiated it with human sacrifice. Eventually, they 4. Tela Fafane (pg. 133) knows about Xoth via
sealed it into the cave behind a large stone slab divination magic. She pays 1,000s to anyone who can
called The Omega Stone. capture it for her studies.
• A shrine was constructed above the sanctum as a 5. Pirates trade stories about ancient temples found all
reminder to the dangers they had unleashed, and to over the Dark Caribbean. One man even claims there is
keep intruders out. one on this island, and that it’s "full of treasure like the
• Mysteriously, the Mesoans vanished from the Dark rest of them." The last group that went looking for it a
Caribbean altogether, and the Nameless One was few weeks ago never came back.
forgotten as it slumbered deep in the cave.
• Centuries later, scribes from the cult known as The 6. Parties looking for the governor’s daughter or exploring
Wretched discovered the temple. Now they study the jungle might stumble across the entrance, fall into
its lore and make sacrifices in hopes of waking, and the opening under the tree, or swim deep enough into
commanding, the Nameless One below. the cenote found at Carcass Beach (pg. 142).
The Nameless Temple | 147

BEATRICE PEDRO JOHN LLOYD


BOIVIN DE BALBOA CATHERWOOD
French privateer. She hunts for Spanish conquistador and enforcer An accomplished English artist and
pirates and Mélanie, her recently for the Church. Famous for hunting cartographer. His wife, a historian,
kidnapped lover. She and her crew heretics. Has no love for pirates, but was killed in a Spanish raid on Port
arrived on board her ship Le Mercure. hires them when muscle is needed. Royal. She left him a journal.
What does she want? What does he want? What does he want?
• To capture or kill filthy pirates. • Death to heretics like The Wretched. • To find the temple mentioned in
• To find her lover, Mélanie, again. • Glory in the eyes of the Church. his wife's journal.
• To taste the finest Bordeaux made. • More political power. • To avoid the "accursed" Spanish.
• The French Revolution to begin. • Not to be outdone by anyone young. • To eat and drink away his pain.
Why is she at the temple? (d6) Why is he at the temple? (d6) What is he doing now? (d6)
1 Her crew have tracked the PCs 1 He's a captive in the dungeon. 1 Mending a sprained ankle near
and hope to capture them. 2-3 He's scouting the jungle with d6 the sink hole (A).
2-3 The cultists have Mélanie. soldiers. d2 have malaria. 2-3 Studying the journal in a jungle
4-5 She heard rumors of treasure. 4-5 He's slaughtering cultists with a clearing.
6 A sorcerer from Tortuga warned squad of riflemen (d8). 4 Looking for the Shrine entrance.
her that she must prevent the 6 He is dead, killed by a trap on the 5 Fleeing from undead.
Omega Stone from being opened. Shrine level. 6 Drinking/eating at the tavern.

HP 15 Morale 8 No armor HP 10 Morale 9 Plate -d6 HP 5 Morale 7 No armor


d Cutlass d6 d Flintlock (x2) 2d4 d Fine Rapier d8 d Crossbow d6 d Knife d4 d Musket 2d6

HIGH WIZARD XOTH, IMP FROM THE


CLEMENTIUS THE DARK SHORE NAMELESS ONE
The Wretched sect leader. Believes The Demon summoned by The Wretched. An horrible deep sea monster. Called
Nameless One can be made to serve. Jagged teeth, elk-like horns, one forth from The Abyss by a shaman.
coconut-sized eye, 4 arms, 8" long It devours all in sight. Hundreds of
What does he want? claws, skin like red lava rock. glowing eyes, countless tentacles,
• To awaken The Nameless One. Clementius treats it like a pet. orifices teeming with teeth. Slimy.
• 12 new sacrifices each night. What does it want? What does it want?
• For his cultists to quit making stupid
mistakes, like being eaten by Xoth. • Food, especially raw human meat. • Freedom.
• To play fetch with Clementius. • Flesh and blood.
What is he doing now? (d6)
What is it doing now? (d6) What is it doing now? (d6)
1-3 Away from the temple.
4-5 Preparing for tonight's ritual. 1 Playing fetch with a fresh femur. 1 Deep, coma-like sleep.
6 A ritual by the Omega Stone. 2-3 Patrolling the ceiling of the 2-3 Brooding in its cave.
Sanctum. 4-5 Lurking at the bottom of the lake.
4-5 Feeding above the blood pool. 6 The air feels fatal. The walls
HP 12 Morale 10 No armor 6 Exploring the jungle at night. condensate in horror. It wakes.
d Dagger d4
d Soul-harvest d2 creatures HP 20 Morale - Rocky skin -d2 HP 200 Morale - No armor
Test Spirit dr14 or lose d8 HP (he d Claws/bite d8 d Tentacle (x4) d6 d Bite 3d6
regains half of the total). d Ink blast (in and out of water)
d Hell-blast d4, 100' range
d Mind cloud d4 creatures test d6 targets test Agility DR12 or are
Spirit dr10 or lose their next turn. Special Crawls all over the walls. blind for d4 rounds.
148 | Shrine of the Nameless Skull

SHRINE of the NAMELESS SKULL

ACCESS POINTS THROUGHOUT THE SHRINE


A. Under the roots of a large fig tree: a sinkhole • Damp: musty, moss-covered, cool.
leads into the main chamber (1). The roots are • Streaks of sunlight: from cracks in the rock
climbable but dangerous: test DR12 Agility. above, warming, filtered through leaves.
Fall: test Toughness DR12 or take d6 damage. • Overgrown: vines, exotic flowers, tree trunks.
• Skull symbology: carved into walls, floor tiles,
B. In the remains of a stone well: a small shaft
square forms with rounded corners.
descends into 9. Someone small might be able
• Treasure: scattered everywhere, gold idols,
to squeeze their way down.
artisan pottery, rotten boxes filled with
C. Original entrance near 5: Collapsed. Clearing it gemstones, at least 2,000s worth.
from either side takes several hours. • Bones: old and new, human and animal.
D. A stone door in 2: magically sealed, leads down • Signs of previous expeditions: dead explorers,
to the next level of the temple. pickaxes, ropes, lanterns, backpacks, torches, a
canvas tent.
Shrine of the Nameless Skull| 149

A shrine to an old god of death. Built by a bygone 6. ROTTING ROOM


civilization that deserted it long ago. Filled with Stench, muddy, rodent carcasses (rats, possum,half-
treasure. It acts as the first layer of security of eaten), gold idols (d6, 100s each), mushrooms (in
a prison for The Nameless One (pg. 147), who corners, cause infection and psychedelic effects).
dwells in the underground lake far below.
d Tripwire trap: Made by Hans (#7). Tripping it triggers
1. MAIN CHAMBER a large rope and stone pendulum from the side. Agility
DR12 to dodge or take d6 damage.
Stone columns (10, 2 ruined into rubble), tree trunks
(4, gnarled twisting roots, protruding from the ceiling),
decorative floor (carved from rock tiles, intricate 7. ROUND ROOM
geometry, 15' skull in the center), stone doors (3, north, Painted floor (geometric pattern, resembles a solar
south, west, decorated with glyphs), skylight (50' system), symbols carved into the rock (hundreds,
above, dust filled streams of sun or moonlight). made by Hans), make-shift kitchen, bed of leaves.
In the corners are several pink and turquoise tropical Hans, a lost explorer gone insane, has made camp
flowers (useful for alchemy potions, pg. 70). here. He speaks in tongues. The rest of his party was
killed in #[Link] knows (but can’t easily communicate)
2. CIRCULAR CARVING that evil lurks below and in room #8.
Stone tablet (15' wide, elaborately carved, giant
skull symbol, glyphs, actually a door), stone floor 8. CAVE-IN ROOM
(crumbling, geometric patterns, covered in dried Cyan glow (unless the necro-swine is gone or killed),
blood), 4 bodies (dead a few days, filled with darts, crumbling masonry & rock (west), tree roots.
bags filled with gemstones worth d100 silver each, one
has a journal about searching for the temple). d A necro-swine (pg. 86) is here. Its cyan glow fills
the room. It fell into room #1 and Hans trapped it here.
d Step on a tile in front of the door: Trigger a poison
dart trap (Presence DR14 to spot, Agility DR14 to The west wall has collapsed. Clearing it takes 1 hour.
dodge or take d6 damage & become poisoned).
9. WELL ROOM
▶ Open the door: If glyphs are pressed in the correct
order the door rolls out of the way. To decode it as a Small skylight (well shaft, 2' wide), old bucket
group, one PC may test Presence DR16 after an hour of (attached to 20' of broken rope), small shaft (1' wide,
study. Lower the dr by 2 for each subsequent attempt. leads down to the lake), cracked floor.
▶ Smash the door: HP 20, Stone -d6. Very loud! Tucked in the corner is a small crate with d6 bottles of
very fine rum, an obsidian dagger (d4+1 damage), and
3. STORAGE CHAMBER a small glass vial filled with a glowing purple liquid.
Drink it: learn one random Ritual (pg. 64).
Crates (newer, filled with expedition supplies:
medical kit, lantern, spoiled rations, d4 torches), vines d6 ENCOUNTERS
(hundreds, hanging from the ceiling, green & brown),
tree trunks, snake skins (3' long), egg shells (d12). 1 3 pirates (HP 5, Morale 8, Cutlass d6) who
d A palm viper (pg. 86) hisses, hidden in the vines. discovered the shrine an hour ago. They are
greedy, stupid, and reek of grog and sweat.
4. ENTRANCE CHAMBER 2 Hans (from #7), scratching symbols into the
Stone tiles (cracked, moss covered, ancient walls and/or speaking in tongues.
symbology), tree trunks & vines, stone doors (north 3 A palm viper (pg. 86) protecting her nest of
and south), dark tunnel (west), stone door (north, 2d10 neonates (HP 1 Morale 6 Bite d2).
barred shut from this side with rocks).
4 d4 hive vines (pg. 90), slowly, carefully,
5. ENTRANCE CORRIDOR sensuously wrap around one PC’s legs.
Masonry (crumbling), cave-in (clearing takes 2d4 5 2 psychedelic macaws (pg. 87) courting or
hours), pit trap (10' wide, d8 damage to those that fall). mating. They ignore those that ignore them.
▶ Impaled on a spike: A skeleton (eye patch, cutlass, 6 1 necro-swine (pg. 86). See #8.
flintlock, 3 shots). In an eye socket: a gem worth 300s.
Name

1. GEAR (PG. 27): 2. ROLL ABILITY SCORES: 3D6 X 5(PG. 28)


+ + 3d6 Total 3-4 5-6 7-8 9-12 13-14 15-16 17-18

D6 CONTAINER SCORE -3 -2 -1 +0 +1 +2 +3 +4 +5 +6
□1 bucket (4 items)
□2 bandolier (6 small items) STRENGTH O O O O O O O O O O
□3 satchel (8 items)
□4 backpack (10 items)
AGILITY O O O O O O O O O O
□5 large sea chest (20 items) PRESENCE O O O O O O O O O O
□6 dinghy (pg. 80)
TOUGHNESS O O O O O O O O O O
D12 CHEAP GEAR
□1 lantern (d6 hours of oil)
SPIRIT O O O O O O O O O O
□2 d4 candles (1 hour each)
□3 30' of rope 3. ROLL OR CHOOSE A CLASS
□4 shovel
□5 medical kit LANDLUBBER, D6 (OR D8 IF USING OPTIONAL CLASSES)
□6 weighted dice
□7 flint & steel LANDLUBBER (NO CLASS) HIT POINTS DEVIL'S LUCK
□8 hammer & nails Ability Scores Roll 4d6 instead,
□9 mess kit drop the lowest result
□10 pipe & tobacco pouch HP d10 ± Toughness
□11 d6 torches (1 hour each) Devil's Luck d2
□12 pet (d10) Current Max Current Die
□1 snake
□2 rat D10 WEAPON (PG. 50) D10 CLOTHING (PG. 52)
□3 lizard □1 Marlinspike or Belaying Pin (d4) □1-2Rags
□4 monkey □2 Knife or Bayonet (d4) □3-4Common clothes
□5 parrot □3 Smallsword or Machete (d4) □5 Old uniform
□6 cat □4 Cat O' Nine Tails (d4, range 10') □6 Fancy clothes
□7 dog □5 Boarding Axe (d6) □7 Leather armor (-d2)
□8 hawk □6 Cutlass (d6) □8 Hide armor (-d2)
□9 hermit crab □7 Flintlock Pistol (2d4, Reload 2 actions, □9 Chain shirt (-d4, DR +2 on AGILITY
□10 fish in a jar range 30', ammo: 10 + PRESENCE shots) tests including defense)
□8 Finely Crafted Rapier (d8) □10 Conquistador plate (-d6, DR +4 on
D12 FANCY GEAR □9 Boarding Pike (d10, reach 10') AGILITY tests, defense is DR +2. You’ll
□1 compass □10 Musket (2d6, Reload 2 actions, range most likely sink and drown in water.)
□2 spyglass 150', ammo: 10 + PRESENCE shots)
□3 fishing rod D12 HAT (PG. 52)
□4 1 random Relic (pg. 62) □1-4 none □8 bicorne □12 morion
□5 wig □9 plain tricorne (-1 dmg. Break helmet:
□6 bandanna □10 fancy tricorne Ignore all damage from
□5 bottle of fine rum □7 cavalier □11 metal lined hat (-1 dmg.) one attack.)
□6 old pocket watch
□7 blanket & pillow
□8 ink, quill, parchment 4. ROLL BACKGROUND INFO SILVER
□9 worn out book
□10 tent
□11 whetstone d100 Background & Silver (pg. 55)
□12 instrument (d10)
□1 concertina d20 Distinctive Flaw (pg. 56)
□2 drum
□3 flute
□4 fiddle d20 Physical Trademark (pg. 57)
□5 banjo
□6 horn d20 Idiosyncrasies (pg. 58)
□7 hurdy-gurdy
□8 guitar
d20 Unfortunate Incidents & Conditions (pg. 59)
□9 mandolin
□10 voice of an angel
d100 Thing of Importance (pg. 60)
1 BRUTE (PG. 34) 2 RAPSCALLION (PG. 36) 3 BUCCANEER (PG. 38)
Can't use Rituals. AGILITY +2 PRESENCE +2
STRENGTH +1 STRENGTH -1 AGILITY -1
TOUGHNESS +1 TOUGHNESS -1 SPIRIT -1
PRESENCE -1 HP d8 ± Toughness HP d8 ± Toughness
SPIRIT -1 Weapon d6 Weapon musket, Reload 1
HP d12 ± Toughness Clothing d6 Clothing d10
Weapon d6 □1 Brass Anchor, d8* Hat d10 Hat d12
*see pg. 34 □2 Whaling Harpoon, d8* Devil's Luck d2 Devil's Luck d2
□3 Meat Cleaver, d4* Specialty d6 □1 Back Stabber Feature d6 □1 Wildlife Tracker
□4 Broken Mast, d8* □2 Burglar □2 Crack Shot
□5 Runic Machete, d6* □3 Skylarker □3 Fix Bayonets!
□6 Rotten Cargo Net* □4 Sneaky Bastard □4 Focused Aim
Clothing d10 □5 Lucky Devil □5 Buccan Cook
Hat d12 □6 Grog Brewer □6 Survivalist
Devil's Luck d2
4 SWASHBUCKLER (PG. 40) 5 ZEALOT (PG. 42) 6 SORCERER (PG. 45)
STRENGTH +1 SPIRIT +2 SPIRIT +2
AGILITY +1 AGILITY -1 STRENGTH -1
PRESENCE -1 TOUGHNESS -1 TOUGHNESS -1
SPIRIT -1 HP d8 ± Toughness HP d8 ± Toughness
HP d10 ± Toughness Weapon d8 Weapon □ wooden knife d4
Weapon d10 Clothing d8 or
Clothing d10 Devil's Luck d4 □ belaying pin d4
Hat d12 Prayer d10 □1 Heal Clothing d6
Devil's Luck d2 □2 Curse Devil's Luck d4
Fight Style d6 □1 Ostentatious Fighter □3 Death Ward Spell d6 □1 Dead Head
□2 Flintlock Fanatic □4 Control Weather □2 Spiritual
□3 Scurvy Scallywag □5 Blessed Guidance Possession
□4 Inspiring Leader □6 Holy Protection □3 Protection
□5 Knife Knave □7 Divine Light □4 Clairvoyance
□6 Black Powder Poet □8 Silence □5 Necro-Sleep
□9 Sanctuary □6 Raise the Dead
□10 Commune

7 HAUNTED SOUL (PG. 46) □1 FOUL FOWL □2 JAGUAR


Roll an ailment (d6), then roll another class (d6). STRENGTH -2 STRENGTH +2
□1 Ghost. Apparate: SPIRIT DR14, d12. AGILITY -2 AGILITY +2
□2 Conduit. Random Ritual each dawn. PRESENCE -2 PRESENCE -2
□3 Eldritch Mind. Might panic in combat. TOUGHNESS -2 TOUGHNESS -2
□4 Zombie. Must eat flesh daily. Brains = good. SPIRIT +3 SPIRIT -2
□5 Vampirism. Must drink blood to heal. HP d4 ± Toughness HP d8 ± Toughness
□6 Skeleton. Might reform if killed. Weapon Beak Peck, d2 Weapon Bite/Claws, d8
Devil's Luck d4 Devil's Luck d4

8 TALL TALE (PG. 48) □3 CROCODILE □4 BILGE RAT


Roll a d6: STRENGTH +3 STRENGTH -2
1-2 □Merfolk AGILITY -2 AGILITY +3
Gills, all DRs -4 underwater. PRESENCE -2 PRESENCE -2
Must submerge in seawater. TOUGHNESS +1 TOUGHNESS +2
Roll d6 for a normal class. SPIRIT -2 SPIRIT -2
3-4 □Aquatic Mutant HP d10 ± Toughness HP d2 ± Toughness
d8, then d6 for a normal class. Weapon Bite, d10 Weapon Diseased bite, d2*
1 Anglerfish Bite d4. Devil's Luck d4 Devil's Luck d4
2 Crab Pincher d6.
3 Jellyfish Tendril d2 + Stun. □5 LUCKY PARROT □6 CLEVER MONKEY
4 Octopus Tentacles 2d4. STRENGTH -2 STRENGTH -1
5 Sea Turtle -d2 armor AGILITY +1 AGILITY +2
6 Electric Eel +1 AGILITY, Electric skin d6. PRESENCE +2 PRESENCE +0
7 Shark Bite d8. TOUGHNESS -2 TOUGHNESS -2
8 The Great Old One Random ritual. SPIRIT -2 SPIRIT -2
5-6 □Sentient Animal HP d2 ± Toughness HP d6 ± Toughness
d6 (no normal class) Weapon Beak Peck, d4 Weapon d10 & Bite, d4
Devil's Luck d6 Devil's Luck d4
CREATURE INDEX
Pg Name HP ML AR DMG Pg Name HP ML AR DMG
88 Acid Jellyfish 5 - - d4+ 108 Marrow Carronade 24 6 - d8, d4A,
109 Bane of Barbados 48 10 -d4 3d6A* 109 Marrow Mortar 12 5 - 2d6A*
89 Barnacled Humpback 50 - -d6 d8+ 89 Mouth of a Thousand Corpses 75 10 -d4 d12
132 Baron, The 20 - -d6 d10 147 Nameless One, The 200 - - d6x4, 3d6
147 Beatrice Boivin 15 8 - D6, 2d4R 110 Naval Crew 4 5 - d6/2d4R/2d6R
86 Bilge Rat 1 4 - 1+ 110 Naval Mastermind, The 13 9 -d2 2d4R, d8
102 Black Coral Crab 1 5 -d4* d2 110 Naval Officer 8 8 - 2d4R, D6
89 Black Whale, The 150 11 -d4 d20 86 Necro-Swine 6 - -d2 d6, d8
88 Brine Piranha 5 7 - d8 112 Necromancer, The 20 10 -d2* 2d6R, d10
133 Captain Davies 9 9 -d2 d6, 2d4R 149 Neonates (Baby Snakes) 1 6 - d2
90 Carnivorous Plant 18 - - d4x4, d8 99 Obscure Oyster Cult 6 7 -d6 d4, d6
87 Carrion Gull 2 5 - d4 86 Palm Viper 4 6 - d2+
88 Chthonic Octopus 9 7 - d6+ 147 Pedro De Balboa 10 9 -d6 d8, d6R
132 Claude Barlette 25 11 -d4 d10+Spell 87 Peregrim Falcon 6 9 -d2 d8
111 Conquistador 9 8 -d6 d10, 2d6R 65 Phantasmal Fauna 5 - -d2 d6
103 Coral Shoggoth 50 8 -d4 d10R, d8A 151 Priest 8 9 - d8R
93 Crow 2 - - d2 88 Primeval Lurker 20 8 -d4 d10, d6x2
150 Cultists 3 7 - d4 87 Psychedelic Macaw 3 5 - d4
89 Cursed Orca 27 9 -d2 d12 111 Purge Priest 4 6 - d2+1
106 Davy Jones 200 10 -d6 3d12, 2d8 86 Rabid Jaguar 14 7 - d4, d6+
90 Death Bloom 1 - - Infected 90 Sargasso Entity 18 9 - d6r
100 Deep Ones 11 8 -d2 d8R, d6 98 Scavenging Seagull 4 6* -d2 d4+
86 Dire Crocodile 15 9 -d6 d10 101 Sea Wraith 16 - - d2+
100 Drowned, The 9 9 -d2 d4+ 90 Sentient Fungus 11 6 -d2 d8*
88 Eldritch Eel 2 6 - d6+ 141 Shadow Demon 15 - -d4 d8, d10*
90 Electric Coral d10 - -d4 2d8R* 102 Siren 12 8 -d2 d4+
133 Father Wallace 6 7 - Heal d4* 93 Skeleton: Warlock 6 9 -d4 Spells
89 Fossil Shark 10 - - d10 112 Skeleton Crew 4 - - d4Rx2, d6
97 Ghost Captain 15 10 -d4 d8R+ 92 Skeleton: Dead Eye 7 8 - 2d4R
96 Ghost Crew 7 7 - d6, d8R 93 Skeleton: Bosun 11 9 - d6 & d4
96 Ghost Monkey 4 6 - d4 93 Skeleton: Cap'n 10 10 -d2 2d4R
97 Ghost Quartermaster 10 9 - 2d4R, d8 92 Skeleton: Hulk 12 8 -d4 d6, d8
101 Gorilla Crab 12 7 -d6 d8+d2 92 Skeleton: Lookout 4 6 - 2d6R
151 Guard Dogs 7 6 - d6 92 Skeleton: Rank & Vile 5 8 - d2/d4/d6
89 Hammer Drones 15 8 -d2 d8 88 Squid of Despair 12 8 -d2 d4
87 Harbinger Albatross 8 10 -d6 d6 113 Sunken One, The 24 10 -d4 d12, d6x2
87 Hex Chicken 1 2 - d2 133 Tela Fafane 15 11 -d2 d8R
147 High Wizard Clementius 12 10 - Spells, d8 113 Thing from Below 2d8 d6+6 -d2 d6x2, d8
90 Hive Vines 4 Each 4 - d4* 86 Three-Headed Monkey 8 6 - d6+
87 Infernal Pelican 4 6 - d6+ 104 Undead Megalodon 40 - -d6 d12*
111 Inquisitor, The 15 8 -d6 d8*, Spells 132 Veronique Barlette 5 9 - d2
147 John Lloyd Catherwood 5 7 - d4, 2d6R 147 Xoth, The Imp 20 - -d2 d8, d4R
157 Kelp Forest N/A - - DR8* 88 Zombie Sea Turtle 1 - -d6 d6
105 Kraken, The 200 9 -d4 d6x4+ 95 Zombie: "The Admiral" 20 - -d4 d6R, Spells
107 Leviathan, The 400 8 - 3d12, 2d8 94 Zombie: "The Bilge Rat" 5 - - d4+
112 Living Thralls 6 7 - d6A, d6 95 Zombie: "The Grog Barrel" 20 - - d10, d8+, d6+
113 Lost Sailor 6 5 - d6/d8/d10 94 Zombie: "The Deck Ghoul" 7 - - d6, d4+

HP = Hit Points, ML = Morale, AR = Armor, DMG = Damage


R = Ranged Attack, A = Area Attack, * = Special attack, + = Additional Effects
INDEX
62 Ancient Relics 36 Rapscallion 32 Death
28 Ability Scores 44 Sorcerer 54 Devil's Luck
40 Swashbuckler
70 Alchemy 48 Tall Tale 28 Difficulty Ratings
64 Arcane Rituals 42 Zealot 52 Equipment
52 Armor 52 Clothing 30 Fumble
55 Background 30 Combat 33 Gaining Experience
56 Distinctive Flaws 31 Combat Rounds 52 Gear
58 Idiosyncrasies
30 Crits 114 Generators
57 Physical Trademark
128 Curse of Skeleton 115 Cargo
60 Thing of Importance
116 Derelict Ships
59 Unfortunate Incidents & Point, The 126 Jobs & Quests
Conditions 130 Using The Module 124 Pirate Generator
86 Bestiary 132 The Cast 127 Rumors
102 Black Coral Crab 132 NPCs 118 Treasure Maps
110 Captain Archetypes 134 Black Coral Bay 122 Uncharted Islands
106 Davy Jones 136 Coral Town
140 The Old Lighthouse 53 Goods & Services
100 Deep Ones
100 Drowned, The 142 Carcass Beach 52 Hats
88 Fauna: Aquatic 144 The Jungle 32 Hit Points
87 Fauna: Avian 146 Nameless Temple, The 30 Initiative
86 Fauna: Terrestrial 154 Death's Head Swamp
3 Loot the Body
90 Flora 156 Black Coral Reef
96 Ghosts 158 Skeleton Point 79 Maritime Travel
101 Gorilla Grab 7 Dark Caribbean Events
105 Kraken 10 Ash 31 Morale
91 Make Your Own 12 Brethren of the Coast 31 Movement
108 Marrow Cannons 14 British Empire 66 Mystical Mishaps
103 Nameless Terror 19 Citadel, The
99 Obscure Oyster Cult 22 Dark Yucatán, The 72 Naval Combat
114 Random Ships 16 French Indies, The 75 Crew Actions
98 Scavenging Seagull 18 Havana 3 NPC Motivations
101 Sea Wraith 25 History of 31 Reactions
102 Siren 19 Inquisition, The 62 Relics, Ancient
92 Skeletons 7 Map
107 The Leviathan
31 Rest
12 Nassau
104 Undead Megalodon 20 Necronomicon, The 64 Rituals, Arcane
94 Zombies 16 Petite-Goâve 68 Sea Shanties
53 Bombs 14 Port Royal 80 Ships & Vessels
29 Carrying Capacity 12 Republic of Pirates 76 Shipwright
8 Scourge, The
27 Character Creation 16 Tortuga 50 Starting Weapons
34 Classes 18 Viceroyalty of New Spain, 28 Tests
35 Brute The 30 Violence
38 Buccaneer 14 West India Company 53 Weapons
46 Haunted Soul 20 Wretched, The
78 Wind & Weather
MELEE WEAPONS
anchor d10 60s 2-handed
NAVAL COMBAT
bayonet d4 15s MOVEMENT
belaying pin d4 10s
boarding axe d6 20s • Move at least 1 hex, up to speed in hexes.
boarding pike d10 60s 2-handed, 10' reach
• Rotate 60° (1 hex face) x2 anywhere along move.
broadsword d8 35s
broken bottle d2 - Limit 1rotation per hex.
cat o' nine tails d4 15s 10' reach
chain d6 25s INITIATIVE
cudgel d4 10s
cutlass d6 25s All ships roll d6+Ship AGILITY every turn. PCs win ties.
fine rapier d8 50s
grappling hook d6 35s
harpoon d8 35s EACH TURN
hatchet d6 20s
heavy club d6 20s 0 Check point of sail if using Wind Rules (pg. 78).
hook d4 8s 1 Captain moves ship.
knife/dagger d4 10s
machete d6 25s 2 Non-captain PCs choose 1 crew action each.
marlinspike d4 10s 3 Ships that didn't take 2 crew actions take up to 2.
officer’s cutlass d8 50s
rapier d6 30s
scimitar d6 25s CREW ACTIONS (DR12)
smallsword d4 20s 1 per PC or 2 per ship. (PC ability in Parentheses).
tomahawk d6 20s
unarmed/insults d2 - FIRE BROADSIDES* Skill (+ PRESENCE)
whale bone d4 - *must be in arc of fire.
wood plank d4 -
FIRE SMALL ARMS CREW SKILL (+ PRESENCE)
FULL SAIL AGILITY (+ AGILITY)
RANGED WEAPONS COME ABOUT AGILITY (+ STRENGTH)
blowpipe – 30s See darts REPAIR CREW SKILL (+PRESENCE)
blunderbuss d4(d10) 65s Reload 2, d10 Recover d6 HP (50% max) or
within 10'
buccaneer musket 2d8 100s Reload 2 fix misfired cannons.
flintlock pistol 2d4 50s Reload 2 DROP ANCHOR Reduce ship speed to 0.
harpoon gun d8 60s STRENGTH WEIGH ANCHOR Ship is no longer anchored.
DR12 or pulled
musket 2d6 80s Reload 2 BOARDING PARTY Switch to close combat.
throwing axes d6 20s RAM All ships involved roll ram
throwing knives d4 8s damage + hexes traveled.
SOMETHING ELSE Ritual, Relic, abandon ship...
AMMO
20 rounds of shot - 10s
CRIT (NAT 20) FUMBLE (NAT 1)
10 berserk darts d4* 20s x2 dmg, then hull reduced Broadsides or small arms
TOUGHNESS DR12 or attack closest creature for d4 rounds
10 poison darts d4* 20s one tier. misfire. Must repair.
TOUGHNESS DR12 or d6 damage
10 sleep darts d4* 20s SINKING
TOUGHNESS DR12 or sleep d6 rounds
DERELICT (ZERO HP OR LESS)
BOMBS Can't move or take crew actions while in combat.
DAMAGE A DERELICT: Roll a d8.
Test AGILITY DR12 to hit an area. Hit: Creatures within
5' of the area test AGILITY DR12 or take damage. 1-2 No effect.
Fumble: hit self and/or d4 allies instead. Crit: x2 dmg. 3 Sinks in d2 rounds.
smoke bomb - 10s Blind for d4 rounds 4 Sinks next round.
improv. grenade d10 20s 5 Sinks now.
clay grenade 2d8 30s 6 Minor explosion. All aboard test AGILITY DR12
iron grenade 3d6 40s
fire pot d6 15s d6/turn: 1-2 spreads, or take d6 damage.
6 fire goes out. 7 Major Explosion. Ship sinks, all aboard take d8 dmg.
stink ball 2d4 20s TOUGHNESS DR12 8 Magazine Explosion. Instant death to all aboard.
or poisoned
ABILITIES & TESTS VIOLENCE
STRENGTH Melee, lift, grapple, Come About
INITIATIVE (D6)
AGILITY Defend, balance, swim, flee, Full Sail
PRESENCE Smarts, perceive, charm, shoot, Repair 1-3 Enemies go first
TOUGHNESS Resist poison & rum, hold breath, fall 4-6 PCs go first
SPIRIT Willpower, Use Ancient Relics, Arcane Rituals Individual: d6 + AGILITY

TESTS DIFFICULTY RATING (DR) MELEE DR12 STRENGTH


RANGED DR12 PRESENCE
Roll d20 ± ability ≥ than 6 easy, even for a landlubber DEFENSE DR12 AGILITY
DR to succeed. 12 normal
Creatures: always roll raw 18 nigh impossible Players roll for Attack and Defense
d20 against the DR. in combat: enemies don't roll.
Standard difficulty is DR12.
ENCUMBRANCE REST
You can carry 8 + STRENGTH Short Recover d4 HP CRIT (NATURAL 20)
normal sized items. After Long Recover d8 HP
Attack x2 damage, then
that, STRENGTH or AGILITY Infection No healing from
reduce armor one tier.
tests are DR + 2. rest, take d6 damage/day.
Defense PC gets free attack.
Max: (8 + STRENGTH) x2 No Food/Drink Restore 0
HP. After 2 days: lose d4 HP.
FUMBLE (NATURAL 1)
ANCIENT RELICS & ARCANE RITUALS
Attack Weapon breaks, is lost,
USING ANCIENT RELICS: or misfires.
After using, Test SPIRIT DR12. Defense PC takes x2 damage,
Fail: Stunned 1 round, and can't use again it until dawn. then reduces armor
Fumble: Relic is destroyed or depleted! by1 tier.

USING ARCANE RITUALS: MISFIRE (D6)


Can use d4 + SPIRIT times a day.
Fumble a black powder attack:
Test SPIRIT DR12 before using.
1-2 Backfire Take d2 damage.
Fail: Roll on the Mystical Mishap table (pg. 66).
3-4 Broken Weapon is broken.
Fumble: Roll twice and take the lower result.
5-6 Both
DEVIL'S LUCK
ARMOR
USE 1 POINT TO:
Roll when taking damage to reduce
d Deal max dmg. with 1 attack d Lower dmg dealt to you
your loss. Armor doesn't work against
d Reroll any die roll by d6
black powder weapons!
d Lower one test's DR by 4 d Neutralize a Crit or Fumble
IF DEPLETED: LIGHT. (tier 1) -d2
After resting at least six hours, roll class’s designated die (d2 for MEDIUM. (tier 2) -d4, +2 DR
Landlubbers) and regain that much Luck. AGILITY tests, Defense +2 DR
HEAVY. (tier 3) -d6, +4 DR
BROKEN (0 HP) D6: AGILITY tests, Defense +2 DR
1 Instant death.
METAL LINED HAT. -1 damage
2 Hemorrhage: Death in d2 hours unless treated. All tests are DR16 the MORION. -1 damage or
first hour. DR18 the last hour. you can choose to ignore all
3 Brain injury: You awake in 1 hour with a -3 to PRESENCE for d8 days. damage from one attack but the
4 Roll a d6: 1-5 = Broken or severed limb. 6 = Lost eye. Can’t act for d4 helmet is destroyed.
rounds then become active with d4 HP.
5 Unconscious for d4 rounds, awaken with 1 HP and 0 Devil's Luck.
NEGATIVE HP: DEAD
6 Unconscious for d2 rounds, awaken with d4 HP and d2 Devil's Luck.
There is a darkness upon the sea. ...but fouler things than men
These tranquil islands betray plague these waters.
the horrors that have Hordes of undead. Ships
unfolded in the of bone and flesh.
Dark Caribbean, Nameless terrors
and a constant lurking in the
state of war has deep. But not the
spawned a new Devil himself
breed of outlaw: can save a man
the Pirates. from his own
greed.

ISBN 978-91-89765-12-2
FLFFLW21

9 789189 765122
©2023 Limithron LLC
Generally suitable for ages 16 and up.

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