Pirate Borg
Pirate Borg
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
proofreading/editing
Jarrett Crader (MRC), Allan Sugarbaker, David H Lim, Tyler Stratton, Stijn Van Hove.
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), 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 the 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 the 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
www.pirateborg.com
© 2022 Limithron LLC. All rights reserved.
publisher
Free League Publishing
print
Standart Impressa UAB, Lithuania 2022
paper
Munken Print Cream 150g, Munken Print Cream 115g
isbn
978-91-89143-80-7
PI RA 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.
Writing, Illustration, and Layout by
v 1 . 0
At first they came in single numbers, but hordes gestated and soon
settlements were blotted out by a torrent of lifeless, nameless creatures.
ASH
1. The remnants of destroyed undead. First discovered
(ăsh) noun.
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 (duplicate results
10 You hear colors, see sounds, and feel taste. 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
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
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
FIndiesrench
The
To the west, 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
The Wretched
The Dark
Yucatan
HISTORY OF THE
Dark Caribbean
Chronicling the Events and Happenings in the islands of
the New World, and their utter descent into Apocalypse.
1. T he Greater 2. T he Rise
and Fall of
3. T he Scourge
of the New 4. T he Ashes 5. And T he
Wretched 6. Eldritch
Antilles War Nassau World of Tortuga Exalted Tides of Doom
The Spanish Port Royal is Horrifying Religious fanatics The climate
Chapter 1
Constant state of Nassau is sacked. They walk again! A black market Mysterious ruins “The Abyss" opens
Chapter 2
war! The battle The “Republic The dead rise develops around discovered on south of Jamaica.
for the Greater of Pirates" is from the grave & the consumption the Yucatan. Ocean now falls
Antilles rages on established, the the sea. At first, of ASH
ASH. Tortuga Scholars mount into the darkness
with no end in region's first true a few, but hordes becomes the an expedition. of a 6-mile-long
sight. democracy. soon follow. epicenter. None return alive. fissure.
A Spanish Famous pirates Undead, now Tortuga devolves A lone figure The Kraken
Chapter 3
treasure fleet are executed known as “The from a bastion of emerges from the Attacks! Over
shipwrecks off the and hung in Scourge," ravage buccaneering to a jungle. His eyes 500 ships have
coast of Florida. gibbet cages. settlements and cesspool of thieves are as black as been lost at sea.
Nations and Their cursed ports. State of and vagrants. the abyss. He is Large rewards are
pirates are on the corpses scream at Emergency Even pirates terrible to behold. offered. None are
hunt! bystanders. declared. aren't safe there. collected.
Region-wide Edward Freshly killed Revolution! Ships of bone and Ruins of Atlantis
Chapter 4
cease fire declared “Blackbeard " fish and livestock Citizens take flesh emerge from rise from the
as nations deal Thatch goes on animate and to the streets the sea. Their deep in the
with tragedy. a killing spree. writhe at sunset. in Hispaniola. skeletal crews Devil's Triangle.
Hundreds He is slain in a No ones seems to Government is terrorize shipping Humanoid sea
of warships skirmish with the mind anymore. overthrown! routes. creatures attack.
abandoned. Royal Navy.
litter the sorcerer, returns birds and beasts their for safety. destroyed in a fire monstrosities
sea. Salvage from the grave occurs. No wildlife Havana, Jamaica, rumored to have spew forth from
prospectors get with an army of has been seen in and Guadeloupe started at the Old the sea, devouring
rich and reset the the dead. The weeks. explode in Stone Church, yet entire vessels
status quo. living fight back. population. it still stands... whole.
The skies shift Nassau is lost All marine life Everyone who has An ominous A maelstrom
Chapter 6
from smoke-gray to The Scourge. dies & washes ever used ASH tempest forms around
to crimson and Any who escaped ashore. Fishing becomes Scourge. permanently The Abyss.
putrid orange. border on industry collapses. Rum turns to surges over Earthquakes!
Sunlight becomes insanity. Fear Widespread water. Escapism Cuba. It is now a Islands crumble
a myth. becomes currency. famine. evaporates. wasteland. into the sea.
Use this timeline in any way you see fit: as historical records, rumors, plot hooks, current events,
tales found in a book... Chapters can be explored from left to right, and story lines progress
chronologically from top to bottom. Reveal them in order or roll [d66] for a random event.
END IN ARMAGEDDON. Cast the book into the sea...
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
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. Your class alters
your modifiers. Alternatively, landlubbers (PCs
with no class) can roll 4d6 and drop the lowest
result. The sum is not used in the game once the
character is created, only the modifier.
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.
Examples: pick the jail lock DR14, climb the rigging DR12, lift the broken mast DR16.
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.
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
fumble [natural 1]
ATTACK: The weapon breaks or is lost.
DEFENSE: PC takes double damage,
then their armor is reduced one tier.
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).
Rounds
Combat rounds are 6 seconds, enough time to make an attack, run
across the deck of a ship, use 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
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 men
you find [d6]
1-2 nothing
3 a weapon (d12, pg. 50)
4 3d10 silver
5 1 ancient relic (pg. 62)
6 1 arcane ritual (pg. 64)
34 | Class: Brute
1.Brute
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 pg. 52)
s L
to Stre
d e
a n
-1 De g( vil 's
+ 2 to Agility, egins with: d2 d6 for clothin
: , e.
Abilities ghness + d8 . B eapon (pg. 50) g a i n experienc
o u w you
HP: T 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 Rope Monkey
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
y, maneuver, test Agility
ith em
n w e n DR10 to automatically hit
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
ise
Pi isabl .
Sta
a l er t tract urpr
d 2
or o DR al - damage by +1.
ck
io n
low di by s
t
ext att d
t di
e
: ad
ra a c k
Ba
-4
gain
c.) ng, k
a
ma y 2 et idi tac
s
aken
d 2 he
t
If t R .
ua
DR ene (from f yo
to D
h
I
de
nd
>d8 ama y 1 d.
,
my
die ore.
>d6 se d R b car
a
m
>d4 crea D w a
b
ge
Re ck: L again
da
Bla taken
o
].
.
If
oth
:B
d:
ker
Jo
Class: Rapscallion | 37
Drinking J es for
1. T he Devil
your
4.
Swashb uck ler
HP: Begins with d2Devil's Luck.
[Toughness+d10]
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 DR10 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.
Thou may use ancient relics and arcane rituals whilst wearing medium armor (tier 2 or lower).
PR AY ERS
When thou doth begin, and every time thou doth improve, learn a single random prayer (d10,
duplicates shalt be rerolled). Thou may use prayers d2+Spirit times a day (reroll when dawn breaks).
It cosumes thy action to pray, but doth not require a roll or test.
Heal thyself or another for d8 HP. Thou or thine ally gets -4 to DRs to defend
for one attack. Use this at any time, including
II. CURSE after a roll (does not taketh thy action).
V I I . T H E CH U RCH V I I I . T H E GR E AT OLD ON E
I I . MOTHER NAT U R E I I I . THE A NCI EN T G ODS
Whom dost thou serve?
I . T H E ON E T RU E G OD
[d8]
44
6.
SORCE RE R
nigmatic.
eld ri tch o ccu ltist, frail and e e natural
An som
uits for meddle
They are cond us necromantic entities.
o
spirits and devi
Class: Sorcerer | 45
Drawing your power from supernatural spirits & ghosts, you are weak in body but
strong with the old magic of the world. You can use ancient relics and arcane rituals
when wearing medium armor, but never while near cold iron or while holding metal.
You begin with a rank one SPELL [d6]. When you gain experience, roll again,
increasing your rank if you roll a spell you already have. You can cast d2+SPIRIT
number of spells each day, resetting at sunset. They take your action to cast, but do
not require a roll or test.
7. Haunted Soul
A possessed, infected, cursed, troubled,
or undead individual.
a
Roll a d6 to learn your ailment, then roll
d6 to gain an additional class.
8.
taled6
1-2. Merfolk
One of the children of Poseidon, your lower half is fish-like and you have g ills.
Both can be mag ically hidden as you masquerade as a human. Lower all DRs by 4
when underwater. You die if you go 1+toughness days without submerg ing in
fresh seawater (minimum 1 day). Roll d6 to gain an additional class.
7. Flintlock Pistol
[2d4, reload 2 action
s, range 30',
am mo: 10 + Presence ro
unds of shot]
Starting Weapons | 51
6. Cutlass [d6]
Check your class for your starting clothing die. Landlubbers roll a d10.
Check your class for your starting hat. Landlubbers roll a d12.
HATS[d12]
throwing knives d4 8s
RANGED AMMO BOMBS[d6]
Light fuse, throw the bomb (test Agility DR12): Anyone within 5' must test
Agility DR12 or take damage. Crit: double damage. Fumble: hit d4 allies instead.
1 smoke bomb – 10s smoke cloud, blind for d4 rounds
2 improvised grenade d10 20s
3 clay grenade 2d8 30s
4 iron grenade 3d6 40s
5 fire pot d6 15s roll d6 each turn: 1-2 it spreads,
6 the fire goes out.
6 stink ball 2d4 20s toughness DR12 or poisoned.
54 | Devil's Luck
The
D evil's Luck
Every class gains a number of Devil's Luck points
(Landlubbers begin with d2). After resting at least 6
hours, if (and only if ) your Luck is depleted,
roll your class’s designated die and
ge
dewa ith
w
lodea l [d6
damtac
by
agek
a n Y n
a eCurt ra li z
ro l l o ll Fum it o r e
re d i e r b le
lower
on e
te st 's
dr
by
[-4]
[d100]
Backgrounds
21 actor 2d6 x 10s & a play or book
22 apothecary 2d6 x 10s & healing kit
23 artist 2d6 x 10s & art supplies
24 assassin 2d6 x 10s & a dagger
25 bandit 2d6 x 10s & a club
26 barkeep 2d6 x 10s & a flask of fine rum
27 blacksmith 2d6 x 10s & a set of files and tools
28 bosun 2d6 x 10s & the respect of some crew
29 business man 3d6 x 10s & a profitable past
30 cabin boy 2d4 x 10s & a small toy or trinket
31 captain 2d8 x 10s & a spyglass
32 former captive 2d4 x 10s & your freedom
33 castaway 2d4 x 10s & a keepsake from the island
34 chef 2d6 x 10s & a book of recipes
35 cook 2d6 x 10s & some fine cooking spices
36 craftsman 2d6 x 10s & a set of tools
37 criminal 1d10 x 10s & lockpick or a crowbar
38 cultist 2d6 x 10s & a book of scripture
39 deserter 2d4 x 10s & a small bounty on your head
40 doctor 2d6 x 10s & a medical kit
41 explorer 2d6 x 10s & a map and compass
42 farmer 2d4 x 10s & a reason to leave your farm
43 first mate 2d6 x 10s & a loyal friend
44 gambler 1d12 x 10s & a sizable debt
45 grave robber 2d6 x 10s & something from a corpse
46 guard 2d6 x 10s & a keen eye for mischief
47 gunner 2d6 x 10s & skill at shooting
48 harlot 2d8 x 10s & an admirer and syphilis
49 heretic 2d4 x 10s & a blasphemous disposition
50 homemaker 2d6 x 10s & a loved one back home
51 hunter 2d6 x 10s & a hunting knife
52 former servant 2d4 x 10s & someone looking for you
53 innkeeper 3d4 x 10s & a small inn somewhere
54 landowner 3d6 x 10s & property somewhere
55 loner 2d6 x 10s & a dislike of others
56 cartographer 2d6 x 10s & map making tools
57 marine 2d6 x 10s & a military cutlass
58 medic 2d6 x 10s & a medical kit
59 merchant 2d8 x 10s & good negotiating skills
60 military 2d6 x 10s & combat training
61 missionary 2d4 x 10s & a holy symbol and scripture
62 monk 2d6 x 10s & a holy symbol and scripture
63 musician 2d6 x 10s & [roll on instrument table, pg. 27]
64 naval deserter 2d4 x 10s & a price on your head
65 navigator 2d6 x 10s & a compass
66 noble 3d6 x 10s & good manners
67 nobody 2d4 x 10s & a desire for a purpose
68 nurse 2d6 x 10s & a medical kit
69 officer 2d8 x 10s & a cutlass and military training
70 orphan 2d4 x 10s & a longing for new parental figures
71 performer 2d6 x 10s & [roll on instrument table, pg. 27]
72 philosopher 2d6 x 10s & a book and a puzzling disposition
73 pilot 2d6 x 10s & a compass
74 pirate 2d6 x 10s & an empty bottle of rum
75 politician 2d6 x 10s & skill at deception
76 priest 2d6 x 10s & a holy symbol and scripture
77 privateer 2d6 x 10s & a letter of marque
78 quartermaster 2d6 x 10s & the respect of a ship's crew
79 refugee 2d4 x 10s & strong survival instincts
80 religious follower 2d4 x 10s & a strong sense of faith
81 revolutionary 2d6 x 10s & bold plans and a few allies
82 rumored sorcerer 2d6 x 10s & dark and powerful knowledge
83 runaway 2d4 x 10s & a desire for a new home
84 sail maker 2d6 x 10s & skill with sails
85 scholar 2d6 x 10s & a few books
86 scoundrel 2d8 x 10s & a few enemies along the way
87 scout 2d6 x 10s & keen senses and a map
88 shaman 2d4 x 10s & herbs and mystic knowledge
89 shipwright 2d6 x 10s & skill with woodworking
90 smuggler 2d6 x 10s & a bounty on your head
91 soldier 2d6 x 10s & a tactical mind
92 spy 2d6 x 10s & a dark cloak
93 student 2d4 x 10s & a strong will to learn
94 surgeon 2d6 x 10s & a medical kit
95 thief 1d12 x 10s & lockpicks
96 vagabond 2d4 x 10s & a leather backpack
97 victim 2d6 x 10s & a haunted past
98 warrior 2d4 x 10s & a cultural weapon
99 whaler 2d6 x 10s & a harpoon
100 writer 2d6 x 10s & ink, quills, and parchment
56 | Distinctive Flaws
d20
t i v e F l a w s
Di s t inc 15. Impulsiv
e
deranged
8. Slightly 16. Ostentati
ous
1. Drunken lush ive
9. Aggress 17. Paranoid
2. Stubborn
10. Anxious 18. Pretenti
ous
3. Mocking
r 11. Cheater 19. Sadistic
sardonic chee
loud 12. Selfish 20. Disloyal
4. Way too 13. Lazy
5. Stupid 14. Hedonis
tic
6. Coward
7. Cocky
Physical Trademark | 57
d20
r ad e m a r k
lT
i ca
ys
Ph
10 Twitches constantly,
especially trigger finger
1 Cursed: visibly part skeleton
ghost/water/flames/coral 11 A nigh incurable case
of scurvy: permanently
2 Missing an eye bleeding gums
3 Matted, dreaded hair 12 Infested with bugs
4 Missing a leg: pegleg or 13 Gnarly facial scar
crutch
14 Hideously ugly
5 Missing a hand: hook or
claw instead. 15 Corpulent
6 Missing an ear 16 Increasingly gangrenous
7 Many, many tattoos 17 Putrid, bilge stench
8 Never blinks. Ever. 18 Contagious
9 Rotten or broken teeth 19 Gaunt & frail
20 So good looking people
are jealous
58 | Idiosyncrasies
Idiosyncrasies
ONE MIGHT HAVE DEVELOPED and will certainly never be rid of...
Yet that certainly won't stop you from trying.
1. You smokes constantly, and cough 11. You prefer to shoot first and never
even more. ask questions.
2. "Functioning" alcoholic. 12. Overly, annoyingly religious.
You're probably drunk right now. 13. You collect something, and you
3. You bet on everything possible. often talk to your collection.
4. Constantly counting. Teeth, They are your friends.
cannon balls... everything. 14. Always trying to trick your
5. Rats are your favorite meal. crewmates, just for fun.
6. You know every tall tale ever 15. Why pay for anything when you
told. You make sure everyone else can steal it?
knows you know them. 16. You talk to yourself when alone,
7. You are afraid of prime numbers but you often think you are alone
larger than 3. d20 rolls of 5, when you aren't.
7, 11, 13, and 17 fill you with 17. You secretly enjoy the taste of
superstitious terror. human flesh.
8. You become a murderous grump 18. You always say you "know the
when hungry. right way" but are prone to
9. Habitual procrastinator... if you getting lost.
even finish the task. 19. You blame everyone but yourself
10. You are a voluntary insomniac. for all of your mistakes.
Sleep is for the dead. 20. Extremely obsessive with tasks
and relationships.
Unfortunate Incidents & Conditions | 59
1. Your loved ones were burned 11. An undead spirit you don't like
alive. Revenge is imminent. possesses you regularly.
2. You are a known pirate. You 12. You wronged an infamous
face the gallows if caught. pirate lord.
3. You betrayed former crewmates. 13. You narrowly escaped a
Now they hunt you. cannibalistic ending, but you
4. You were marooned on an island didn't escape that smell.
for far too long. The voices must 14. You slaughtered them.
be real. Like animals.
5. You stole a ship. The owner wants 15. You are the mysterious lone
your money or your head, but will survivor of a treasure expedition
settle for both. gone awry.
6. You escaped captivity, and will 16. [d2] 1: Failed mutineer.
never go back. 2: Successful mutineer.
7. A close relative has become your 17. A silent ghost haunts you.
greatest enemy. It is always there, but only you
8. The last three ships you crewed can see it.
all sank. 18. You deserted the military, but
9. Your last crew was killed by you're not sure who knows so.
undead. They left you alive 19. You have no memory before a few
on purpose. days ago.
10. Political leaders hold your loved 20. You died once already, but Hell
one(s) captive. didn't want you.
60 | Thing of Importance
69. pistol with one shot meant for 86. cork from a bottle, from
someone special a special occasion
70. flag of personal significance 87. cannonball
71. broken spyglass with a scroll or 88. deck of cards with 1d4 cards missing
map hidden inside and 1d6 “extra" cards
72. length of rope you made 89. garment from someone special
73. carved gaming pieces 90. wanted poster, d4: 1 legend,
74. set of rune stones 2 enemy, 3 loved one, 4 stranger
75. twig from a very old tree 91. fancy wig
76. noose taken from a corpse 92. letter of political importance
77. 6' length of chain 93. tanned whale skin or jar of blubber
78. 4d10 scars from lashes on your back 94. petrified egg
79. long scar on your face 95. monkey paw extending 1 finger
80. two coconut shells 96. memorized poem that sounds
81. dark robe, cape, or cloak like a map
82. cask of strong sassafras beer 97. medallion that might be
83. set of keys on a large key ring the top of a staff
84. small keg of something valuable 98. talisman shaped like a snake
(rum, powder, ashes, ASH) 99. glass vial of dark blood
85. magnifying lens (glass only) 100. shard of crystal
62 | Ancient Relics
ANCIENT RELICS
RELICS can be used to access ancient
magical powers. Use your action to
activate one in your possession.
S
ome call it magic.
Others, faith. Ancient
A RCANE
RITUALS
powers have existed
in this world long before the
age of man, but their potency
and characteristics differ from
culture to culture. Often accessed Every dawn, roll d4+spirit to see how many
via Vodou, witchcraft, divine times you can cast rituals that day.
prayers, science, or spiritual
ceremonies. You may use your action (or longer, see below) and
test spirit dr12 to attempt to cast a ritual you know.
If you succeed, subtract 1 from your daily total.
While some rituals may be found
in the libraries of the old world If you fail, roll on the mystical mishaps table
transcribed into dusty tomes (pg. 66), and you can't use that ritual again
and ancient grimoires, many are until dawn. The GM decides the effect on a Crit
handed down via word of mouth or a Fumble, if any.
or serendipitously discovered by
those whose minds are properly rituals always fail if the caster is carrying anything
prepared to receive them. made of cold iron or touching metal.
9. Return from the Locker Name a human you have met. They must
test dr12 or die within d8 days.
A recently killed creature returns to life
XX. Weathercraft
with 1HP, their lungs expel black ichor and
bilge water.
For the next d4 hours, the weather obeys
X. Mind Manacles your commands. Change the direction
& speed of the wind (all ships get ±1
One creature you can see must obey your speed) and start or stop rain, fog, or
commands for d2+spirit rounds. thunderstorms.
66 | Mystical Mishaps
Effects in italic are things the caster might not immediately realize.
d20
M YSTICAL
MI S HAP S
1. All before
you vanishes, and you are
alone on a gray island. A figure
robed in black can be seen on a boat
in the distance. Welcome to purgatory.
If the same mishap is rolled twice, the caster's body slowly melts into sea water.
Mystical Mishaps | 67
8. d12 BIRDS! They swarm you and all 15. Eldritch voices whisper in your ears. Test
around. SPIRIT DR12 or take d2 damage out of
horror.
HP 2 Morale - No Armor Bite d2.
If you pass, then next time you consider
They flee when half are defeated.
accessing the arcane you discover you
know one random new ritual.
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 S h 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.
Inhalation
☽2 Sugar Ashes Blue
x3 Tobacco Black Powder Green
d4 Chicken Flesh Raisins Red
H5 Oxtail Tree Bark Purple
f6 Candy Bone Powder Yellow
g7 Flour Graveyard Dirt Orange
Touch
Skin
h8 Sassafras Root Jaguar Claw White
i9 Hyla Tree Frog Bat Wing Metallic
j10 Polychaete Worm Cow's Tongue Clear
k11 Large Toad Crow's Foot Glows in the Dark
Bloodstream
d20 DR Effect
1 Instant, horrific death or after subject is killed, resurrect with 1 HP.
2 DR8 Death in d6 hours.
3 Paralysis (d8 hours).
4 Subject becomes a ghost.
5 DR10 d6 damage and blind for 1 hour.
6 Berserk: Deal x2 melee damage, must attack closest creature. d6 rounds.
7 Polymorph into a random beast (d12 hour).
8 DR12 Polymorph into a random beast (permanent).
9 Polymorph into a horrific monster (permanent).
10 d8 acidic damage.
11 DR14 Shrink to 1 foot tall (d8 rounds), Agility -4 DR.
12 Grow to huge size (d8 rounds). x2 melee damage, Agility +2 DR.
13 Heal d6.
14 DR16 Heal d8.
15 Heal to max HP.
16 Strange hallucinations (d4 hours).
17 DR18 Run away in terror (lasts d6 rounds).
18 All tests are DR -4 for d8 hours.
19 A random result from the Mystical Mishaps table (pg. 66).
DR20
20 Roll again twice.
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.
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.
Fumble (Nat 1)
Cannons or small arms misfire.
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*.
BOARDING PARTY If touching another ship, the crew may board and
attack. Switch to melee combat.
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.
Naval Combat
76 | Maritime Travel, Crew Skill & Morale, Specialty Crew
Cargo Careening
Ships have a number of cargo slots Ships need to be careened every
representing an abstract amount of 3 months to remove barnacles &
cargo. The value of cargo is up the shipworm and to repair leaks & hull
GM. See pg. 115 for suggestions. damage. Ships are -1 speed for each
month over 3 that they haven't been
Repairing careened.
Ships can only be repaired to 50%
at sea (using the Repair crew action). Paying Crew
The remainder must be repaired while Pirates don't pay wages: they divide
moored or by a shipwright. the plunder equally. Often the captain
and officers take larger shares.
Crew Repairs
Crew Task Time & Effect Cost
repairs recover 2 HP/day 25s per HP
careen clean hull, 1 day per 10 max HP -
Raft
Makeshift rafts, often jury-rigged by those marooned on
desert islands.
Dinghy
Utility rowboats towed behind medium ships or stored on the
deck of larger ones. T he perfect espionage vessel.
Canoe
Carved from a single log, canoes make fast, maneuverable
boats perfect for traveling in swamps and up streams.
Longboat
Watercraft often used to ferry crew from larger ships to land.
Some have small, collapsible sails. Often used for fishing.
Piragua
Boats dugout from tree trunks. Simple construction and high
crew capacity make them a favorite of swashbucklers.
Tartane
A small ship often used for fishing, trading, and “rum
running." Triangular sails and rigging make them very nimble.
Sloop
Small, single-masted vessel. T he “perfect” pirate ship due to
its speed, shallow draft, and maneuverability.
Brigantine
A square-rigged, two mast vessel. Nimble, and suitable for
medium-sized crews. Commonly used as a merchant ship.
Fluyt
Slow, high-sided merchant vessels. Not ideal for piracy but
good for transporting cargo, troops, and treasure.
Galley
A relic from a bygone era. Propelled by sails or oars.
T hey are often crewed by undead from distant lands.
Frigate
While not as nimble as a sloop, these fast ships make decent
pirate flagships due to their size and armament.
Galleon
Heavily armed, slow vessels for a previous age. Often used
for transporting cargo... and treasure hoards.
Man-of-War
Designed for naval combat, but requires a large, trained
crew. Used almost exclusively by navies.
Forts
Seaside fortifications designed to protect ports and towns.
Ghost Ship
T hese reanimated shipwrecks are piloted by ghosts and
skeletons. T hey typically only appear at night.
Ship of Bone
True horrors to behold, these skeletal constructs are held
together with flesh. T hey leave a sea of blood in their wake.
1.
Bilge Rat 4.
Palm Viper
Dark Terrestrial
Disgusting vermin. They brood in the These dark green and brown
foul water that pools in ship cargo serpents hide in sand, around fallen
holds. Vessels for a myriad of diseases. coconuts, and in banana trees.
HP 1 Morale 4 No Armor HP 4 Morale 6 No Armor
d Bite 1 + disease d Bite d2 + venom.
Disease: Test toughness dr8 or Venom: d10 rounds after being
become infected. bitten, target is completely
Swarm: When multiple rats attack paralyzed for d6 x 10 minutes and
the same target, combine their experiences (d6):
damage into one sum (target only 1-5 complete euphoria, 6 hellish
tests once for disease). nightmare
Snake skin 5s, Fang 2s, Venom 75s/dose
2.
Dire Crocodile
Overgrown, ancient predators with
5.
Rabid Jaguar
thick, leathery hides. They stalk Fast, ferocious jungle cats stricken
their prey from shallow murky with disease. Excellent climbers.
waters. Fast swimmers, but slow Some rare species have exotic fur.
on land. Historically impossible to
HP 14 Morale 7 No Armor
exterminate.
d Bite d6 + test toughness dr12 or
HP 15 Morale 9 Reptile skin -d6 become infected.
d Bite d10 d Claw d4 (makes 2 attacks)
Water lurker: presence dr16 to spot. Fast: attacks/defense are dr14.
Hide 50s, Teeth 1s Pelts: Spotted 20s, Black 30s, White
50s, Iridescent 200s
3.
Necro-Swine 6.
They were pigs, once. Now a foul Three Headed
cyan steam wafts from their
mouths and eyes; it slowly fills the
Monkey
air where they graze. If you see "the These mythical creatures have been
glow" it's already too late. known to reveal the location of
secrets and hidden treasures when
HP 6 Morale - Hog-Bristle -d2 presented with gifts.
d Tusks d6
d Bite d8 HP 8 Morale 6 No Armor
Breathe the Necro-steam for more d Bite/Claws d6 + Monkey Head.
than a few minutes: test spirit Monkey Head: One of its 3 heads
dr12. Fail and gain +4 to strength curses one nearby creature: (d4)
and agility for d2 hours. When the 1 See. dr12 spirit or blind d2 rounds.
effect wears off lose d8 HP. Anything 2 Hear. dr12 spirit or deaf d2 rounds.
killed this way becomes undead and 3 Speak. dr12 spirit or mute d2 rounds.
emits the steam. 4 All three. dr12 spirit or all three.
Swine skin 25s, Necro-steam 150s/jar
Dark Fauna: Avian | 87
1.
Carrion Gull 4.
Infernal Pelican
Dark Avian
Possessive seabirds that have grown These fishing birds have flown too
to love the taste of the abundant dead far out to sea and visited the shores
flesh in the region. They are often of the Netherworld. Their feathers
stained blood red from feasting. are singed with soot and they glow
molten orange from within.
HP 2 Morale 5 No Armor
d Beak d4 HP 4 Morale 6 No Armor
They circle in flocks, attacking in d Hell lava spray d6, defend with
swarms if any are killed. toughness instead of agility. Armor
Carcass 1 disgusting ration is reduced one tier and the target
loses d4 HP the next 2 rounds as it
2.
Harbinger Albatross burns through flesh (armor does not
reduce this damage). Removing armor
A massive black seabird with a stops the effect.
15' wingspan and deep red eyes.
Stories say they were once white Beak 10s, Lava 60s/jar (melts most
heralds of good luck, but now they materials)
only foreshadow doom and death.
They travel solo. 5.
Psychedelic Macaw
HP 8 Morale 10 Evil luck -d6
Brightly colored parrots. They glow
d Beak d6
faintly in the dark. When scared they
Special: If it gets more than 1 mile
emit an intense, otherworldly light
away from the PCs, roll a d6:
show. Naturally intelligent.
1 All PCs lose all Devil's Luck.
2 Trigger a Dark Caribbean historical HP 3 Morale 5 No Armor
event (pg. 25). d Beak d4
3 FIRE! Special: Test morale when a macaw
4 SAILS! (pg. 114) or d8 random is frightened. Fail: cosmic fractals
pirates (pg. 124)... or both. radiate in all directions. Spectators
5 Ominous, foul weather moves in go blind for d6 rounds and must test
abruptly (pg. 78). spirit dr12 or lose their mind for
6 One random person dies instantly. d8 hours (controlled by GM). After
Captured Alive All rolls are +1 when they "return" they immediately Gain
it is near. Experience (pg. 33) and learn 1
Killed Killer gains d4 Devil's Luck random Ritual (pg. 64).
(can exceed normal maximum).
Feather 10s, Alive 200s,
3.
Hex Chicken Its friendship Priceless
1.
Acid Jellyfish 5.
Primeval Lurker
Dark Aquatic
Bizarre, gelatinous oddities. Ancient reptiles from a time before
They emit acid to aid in digestion. man. How long have they lurked in
the deep, tormenting the shadows?
HP 5 Morale - No Armor
d Acid tendrils d4 + special HP 20 Morale 8 Hide -d4
Special: Tendrils wrap around a limb, d Bite d10 d Tail d6 (2 attacks)
restraining victim. On victims turn, Primeval Shriek: It echoes into the
strength dr12 to escape or -4 to deep. Everything underwater within
agility and reduce armor 1 tier. 100 miles can hear it.
Tendril 5s each, Body 20s Bones 200s/set, Alive 1,000s
2.
Brine Piranha 6.
Squid of Despair
Huge, saltwater, carnivorous fish. Cold water mollusks with sad eyes
and gray, depressing skin. They often
HP 5 Morale 7 No Armor
wash ashore after being trapped in
d Bite d8
deep ocean currents. They poison the
Piranha meat 5s/fish. Their blood rich
thoughts of their would-be predators
diet give a +1 bonus to using rituals
with clouds of psychotropic ink.
and relics for d4 hours after eating it
HP 12 Morale 8 No Armor -
3.
Chthonic Octopus d Tentacle slam d4
d Ink of Despair: Squirts ink in a
Alien in origin. Naturally green, but 30 square foot cloud underwater or
often camouflaged. They feed on the a 30' line above water. Anyone near
brains of mammals and are able to the ink must test Agility DR12 or they
control their prey while they feast. become stricken with despair. At the
start of each of their turns they roll
HP 9 Morale 7 No Armor
2d6 + spirit:
d Bite d6 + brain feast. ≤4 Self-destructive thoughts.
Brain feast: Test agility dr12 or it
Inflict d2 damage on themselves.
attaches to its prey's skull. The prey
5-7 Sad. Skip their action this turn.
is under its control and auto-fails
8-10 Melancholy. Skip this turn but
its defense until it passes a dr12
return to normal next turn.
presence test (test at the start of each
11+ Right as rain. Return to normal.
of the prey's turns).
Carcass 10s, Ink 150s a sack
Tentacle 10s, Alive 50s (x10 to a scientist).
4.
Eldritch Eel
7.
Zombie Sea Turtle
Some evil force gives new, horrible
Translucent creatures that lurk in life to these marine creatures. Their
reefs, kelp forests, and shipwrecks. shells are often covered with strange
Their bones glow from within... even symbols and glyphs.
after death. They hunt in packs.
HP 1 Morale - Shell -d6
HP 2 Morale 6 No Armor d Bite d6
d Bite d6 + Eldritch Shock. Undead: 1-in-4 chance it reanimates
Eldritch Shock: Any creature that it when killed.
touches must test toughness dr12 or Skull 10s, Shell 75s (1-in-10 chance its
be paralyzed for the next turn. symbols are a treasure map, pg. 119)
Glowing bones 20s/skeleton
Dark Fauna: Aquatic | 89
1.
Fossil Shark 4.
Cursed Orca
Dark Aquatic
Dead for eons, some unnatural force Intelligent hunters hexed by foul
gives new life to the fossilized bones of magic. At the bidding of their masters
these fast, deadly predators. they can track targets, patrol areas,
and even deliver supplies or messages.
HP 10 Morale - No Armor
d Bite d10 HP 27 Morale 9 Blubber -d2
Fast: dr14 to attack/defend. d Bite d12
Undead fortitude: if killed, roll a d6. On
a 1 or 2, it reassembles with 1 HP. Naval Combat
HP 5 Morale 9 No Armor
Naval Combat Speed 4 Agility +3
HP 2 Morale - No Armor b Ram d8
Speed 5 Agility +3
Barnacled Humpback
b Puncture 1 damage 5.
2.
Hammer Drones Once-docile whales. Covered with
carnivorous barnacles, a condition that
These sharks swim in schools so thick has driven them to primal rage. They
they turn waters black, blotting out scrape their backs against anything
the sunlight. that might relieve the pain.
HP 15 Morale 8 Shark skin-d2 HP 50 Morale - Barnacle
d Bite d8 Infestation -d6
d Slam & scrape d8 + special.
Naval Combat Special: If between the whale and a
HP 3 Morale 8 No Armor solid object (ship, rocks), test strength
Speed 5 Agility +3 dr12 or take d8 more damage.
b Ram d4
Naval Combat
The Mouth of a
3. HP 10
Speed 3
Morale -
Agility +2
No Armor
1.
Sargasso Entity 5.
Kelp Forest
Dark Flora
Spawned from the mire of seaweed Harmless, except for the voice sailors
that drifts in the Devil's Triangle. hear in their heads to "join us". The
Drowned (pg. 100) must be close.
HP 18 Morale 9 No Armor
d Sargassum whip d6, 15' range HP N/A Morale - No Armor
d Horrific vision: One creature must d Mental lure: weak minded
test spirit dr12 or suffer visions of creatures (negative presence or
unnameable cosmic horrors. All their spirit) that see the kelp floating must
DRs are +4 for d6 rounds. test the weaker of the two stats (dr8).
Eat sargasso seaweed recover d2 hp Fail: Jump overboard; swim to "join
them".
2.
Carnivorous Plant
Mutated by undead energy, they lurk
6.
Hive Vines
in swamps and jungles, waiting for Said to be one of the largest
small animals to fall into their traps. organisms in the Dark Caribbean,
these networks of fast moving vines
HP 18 Morale - No Armor
entangle and juice their prey.
d Tendrils: d4 (up to 4)
d Bite: d8 HP 4 each Morale 4 No Armor
Tendril 2s, Head 25s, Gem heart 200s d Entangled: Test agility d12 or
become entangled in vines. Strength
3.
Electric Coral DR 14 to escape.
d Strangle (entangled creatures
Bright, colorful, valuable and only): d4 (auto-hit).
deadly. It shocks its predators with a Vines 1s per 10', Made into rope 1s/ft
powerful electric surge.
HP d10 Morale - Exoskeleton -d4 7.
Death Bloom
d Shock: When threatened, the
Jungle flowers that resemble
coral will discharge a shock into the
treasure. When touched they explode
water. Everything with 50' loses 2d8
with mind-controlling pollen, which
HP (ignores armor, double if wearing
gestates inside the host's body.
metal). It takes an hour to recharge.
Reward d20 x 50s a pound HP 1 Morale - No Armor
d Pollinate When touched, the
4.
Sentient Fungus flower discharges small grains into
the air. The toucher tests toughness
Giant spores the size of grog barrels, dr12 or becomes infected.
that, when fully mature, grow Additional infection effects:
limbs and mimic (slow) wildlife. Every morning and evening, test
They masquerade as tree trunks, sea toughness dr x, where x is the
chests, and small mammals. number of days since infection + 1.
Fail: You are overcome by the desire
HP 11 Morale 6 Thick Epidermis -d2 to travel deep into the jungle NOW.
d Slam d8 Fumble: Same as above, but when
d Spore Gas Test toughness dr12 you get to the jungle, plant growth
or become infected and lose d4 HP explodes through your veins, killing
(ignores armor). you instantly.
Slow: DR8 to attack/dodge. Crit: You are cured from the pollen.
Young spore 1s/cap, Mature 50s/cap Pollen 20s/gram, Flower d12 x 10s
Make Your Own Enemies | 91
lookout
Cowards. Easily distracted.
HP 4 Morale 6 No Armor
d Musket 2d6 (reload 1)
d Bayonet d4
Special DR8 to notice things
when on watch.
DeadEye Hulk
rank vile &
Rotten, undead scallywags.
Wily. Shifty. Quick.
HP 7 Morale 8 No Armor
d Flintlocks 2d4 or Claw d2
Huge. Slow. Strong.
le e t o
Sk
The scourge
of the sea, these
sentient undead corsairs
raid ships and towns without
discernible motivation.
CROW
HP 2 Morale - No Armor
d Beak d2 or Claws d2
CAP'N
Bosun
Loud. Bossy. Cruel. Alert.
warlock
Vile. Maniacal. Cunning.
Terrifying. Extremely intelligent. They
remember all their naval skills from life
and are ferocious leaders.
HP 10 Morale 10 Leather Coat -d2
HP 6 Morale 9 Arcane Shield -d4 d Cutlass d6 or Hook d4
d Oar Staff d4 d Flintlock 2d4 (reload 2)
HP 11 Morale 9 No Armor d Sorcery: Can cast one spell/turn:
Unnatural Leader: Other skeletons
d Smallsword d6 within 2o' are DR +2 to defend
d Cat O' Nine Tails d4 Reanimate: A dead skeleton
Special Can attack with both rebuilds itself and recovers d6 HP. against.
Weathercraft: The wind blows a Horror of Nature: At the start of
weapons each turn. Skeletons combat, PCs test Spirit DR12 or they
within 20' automatically pass desired direction.
morale tests. Necro-Gust: One creature it can see are frozen in fear for d4 rounds.
tests Toughness DR14 or takes They may test again each round to
d8 damage. regain their courage.
Crow Sight: See from crow's eyes.
94 | Zombies
Zombies
Found floating on driftwood rafts, wandering shallow lagoons,
lying dormant deep in derelict ships, or overrunning wild
islands and port towns, these mindless horrors transmit a
deadly pestilence. They always attack in swarms.
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
Scavenging
Seagull
by Pelle Nilsson
Obscure
Oyster
Cult by Pelle Nilsson
Siren
They often make covens of three. Out of water, their hypnotizing song draws
sailors from miles around. Underwater, they sound like tormented banshees.
Siren's Song .Each turn, a creature that can hear a siren singing must test
Spirit dr12 or spend their turn moving closer to a siren and defend it.
Coral Shoggoth
Abominations from a forgotten age. They have grown to resemble their
surroundings. Extremely intelligent.
HP 50 Morale 8 Coral -d4
▶ Hydrothermal Breath: d10, 10' ▶ Coral Spike Bash: Creatures in
▶ Stomp (Land): Shock waves its path test Agility dr10 or take
ripple 25' out. Test strength d8 damage each.
dr12 or fall prone for next 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.
106 | Davy Jones
Some believe he is the god of the underworld that guides the dead to
their watery graves. Others claim he was once a man that
experimented with dark sorcery. His motivations are
known to none who live.
Davy Jones
Melee Combat
HP 200 Morale 10 Shell -d6
d Bite: 3d12
d Fin Spikes: 2d8
d Soul Rend: Test Presence
DR12 or go mad. Test again
each turn. Fail three
times: permanent insanity.
Naval Combat
HP 40 Morale 10 Shell -d4
Speed 6 Agility +3
b Spike Ram: d12
The Leviathan | 107
The Leviathan
Melee Combat
HP 400 Morale 8 No Armor
d Bite: 3d12
d Tentacles: 2d8
Terrifying: Creatures seeing the
Leviathan for the first time
must test Presence or Spirit
DR12 (PCs choice) or else flee
in terror. May test again at
the start of each turn.
Naval Combat
HP 80 Morale 8 No Armor
Speed 3 Agility +1
b Tentacles: d12
In the darkest abyss, an antediluvian creature lurks, waiting to devour the world...
108 | Marrow Cannons
Marrow Carronade
HP 24 Morale 6 No Armor
Round shot d8 (Melee & Naval Combat)
Marrow Mortar
HP 12 Morale 5 No Armor
Special: Indirect Fire
The mortar shells a creature that was the target of an ally's
attack since the end of the mortar's last turn. The target
must successfully test dr14 agility or take 2d6 damage.
Bane of Barbados
HP 48 Morale 10 Steel plating -d4
Round shot d12 (Melee & Naval Combat)
T he
NAVAL MASTERMIND
Years at naval academies and decades at sea have sculpted tactical geniuses out of these military
commanders. They specialize in hunting pirates, treasure fleets, and enemies of the crown.
Naval Officer
Lieutenants, midshipmen, mates, bosuns,
and quartermasters, these soldiers are
weapons of war.
HP 8 Morale 8 No Armor
▶ Cutlass: d6
▶ Flintlock: 2d4 (reload, 2 actions)
▶ Issue Command: attacks/defense for
one nearby ally is dr16 for one turn.
Nearby crew are dr14 defense and +3
Morale.
Naval Crew
Enlisted men, sailors, and unfortunate
drunks press-ganged into service, these
seamen live short, harsh lives.
HP 4 Morale 5 No Armor
Choose 1 or 2:
▶ Cutlass: d6 ▶ Cudgel: d4
▶ Flintlock: 2d4 ▶ Musket: 2d6
Navy Ships
Navy fleets are sparse in the Dark Caribbean, but ships that do patrol these waters are well armed.
Vessels: Frigate, Man-of-War, Ship of the Line.
▶ Superior Firepower: Increase attack dice by one size (ex: d6»d8).
Archetype Captain: Inquisitor | 111
T he
INQUISITOR
Religious. Tyrannical. Patriarchal. They command an elite force of armed
conquistadors and devoted priests. They hunt down any and all they believe
to be heretics.
HP 15 Morale 8 Plate -d6
▶ Blessed Rapier d8, +2 DR to defend.
▶ Banner Pole: d6, test Strength DR10 or be knocked over (can't move next turn).
▶ The Power of the Holy Spirit: One creature is stunned for one turn.
▶ Revel in the Sacrament: d6 of
its allies recover d4 HP.
▶ Holy Flame: One creature tests
Spirit dr10 or loses d10 HP.
When aboard a ship: The
Inquisitor can spend a crew
action and test DR14 to change
the wind direction (one hex
face) and speed (±1 speed).
Conquistador
Strong, arrogant, heavily
armored paladins.
HP 9 Morale 8 Plate -d6
Choose 1 or 2:
▶ Rapier: d8 ▶ Pike: d10 (2 hands)
▶ Crossbow: d8 (reload 1)
▶ Musket: 2d6 (reload 2)
Purge Priest
Corrupted, maniacal, and devout.
HP 4 Morale 6 No Armor
▶ Fisticuffs: d2+1
▶ Touch of God: Touch one creature to heal d4 HP.
Inquisitor Ships
Large, slow ships with out of date construction. Thick hulls built from old world timber.
Vessels: Galleon, Fluyt
▶ Old World Hull: Increase Hull by one tier (ex: -d4»-d6).
112 | Archetype Captain: Necromancer
T he
NECROMANCER
Less human than human. They were captains, once. Now consumed by dark sorcery, they are
compelled to drain the life from the living.
Skeleton Crew
Crew of the dead. Possessed with eldritch ambition, they
recall the sailing and combat skills they had in life, but
none of the desire to live.
HP 4 Morale - No Armor
Choose 1 or 2:
▶ Scimitar: d6 ▶ Claws: d4 ▶ Femur Club: d6
▶ Ghost Chains: d4 (10' range, hits 2 targets)
Living Thralls
Servants and students of the dark captain.
HP 6 Morale 7 No Armor
Choose 1 or 2:
▶ Cutlass: d6 ▶ Knife: d6
▶ Flintlock: 2d4 (reload 2)
▶ Exploding Bone Grenades: d4
creatures test Agility dr10 or
take d6 damage each.
Ship of Bone
Some sail in wooden ships decorated with bones, others have vessels build entirely from the dead.
Vessels: Ship of Bone (Brigantine, Fluyt, Frigate, Galleon, Galley)
▶ Special: The Necromancer can spend a crew action to recover d8 of the ship's HP.
Archetype Captain: Sunken One | 113
T he
SUNKEN ONE
Wretched cult leaders that have made a pact with The Old Ones. Shipwrecked captains that
prayed to the Abyss for salvation. Abominable constructs anchored to the sea.
Lost Sailor
Mariners lost at sea. Now they
serve The Deep.
HP 6 Morale 5 No Armor
Choose 1 or 2:
▶ Sea Shell: d4 ▶ Cutlass: d6
▶ Harpoon: d8 ▶ Anchor: d10
▶ Fishhook Mace: d8
▶ Cargo Net: Test agility DR12
become trapped. Test again at
the end of each turn.
MUNDANE SPECIAL
CARGO* d12 CARGO* d12
1 food or crops , 250s 1 raw silver ore, 5000s
2 spices or oils, 350s 2 golden coins and treasures, 10000s
3 trade goods, 400s 3 religious leader(s)
4 livestock, 400s 4 important prisoner(s)
5 sugar, 500s 5 political or military figure(s)
6 rum, 1000s 6 relics or a rare artifact, 4000s
7 munitions, 2000s 7 sea monster bones, 2500s
8 tobacco, 1000s 8 exotic animals, 2000s
9 wine, 2000s 9 d10 locked chests, 2d8 x 100s each
10 antiques, 2000s 10 d20 crates of ASH , see pg. 25
11 lumber, 1000s 11 imprisoned undead
12 special cargo 12 a sorcerer with a tome of
d4 Arcane Rituals (pg. 64)
OPTIONALIST d8
PLOT TW d. on boar
1 Deadly disease
rs.
2 Crew are imposto
3 Crew is mute.
this crew.
4 The PCs know
ard was
5 Everyone on bo ad.
thought to be de
6 Ghost ship.
bies.
7 They're all zom
d is related
8 Someone on boar ry.
to a PC's backsto
116 | Derelict Ship Generator
E OF
11 floating the waters
that lead to the underworld
O N 8
IN MS d
12 in the nightmares
e?
O
r
O
e
of cursed sailors
R
e d h THE
Derelict
Ships
Derelict Ship Generator | 117
ntof dead sailors. Thtsei, their mother ththeeir smell adewotelfctablemissfoinr gmililembs.s.
curGhrosets
.
r sp si ze of
1 ague ra
pl ains, br freshly e.
ous necro- for fresh some with an asshol
2 Poison zombies waiting -turned-cannibals, . The captain is e.
t te id crific
3 Dorman ng crew of pira ating a recent ra a human sa hidden nearby.
4 A star
vi
ud er s celebr ea t Ol d Ones vi a ho ar d d rum.
on ma ra oning Gr d have things an
5 Skelet , chanting, summ lust for pearls an They love shiny k.
ts s. ar
6 Cultis ful sirens. They blin-like monkey ad jaguar
or sh
requires
water.
ti
7 3 beau of intelligent
go
e wi th a pet unde ables. Her magic st .
e exil lu a ma
8 A trib ancer living in ng for va se hanging from
om an, scouti rp low deck.
9 A necr es, lead by a sham feasting on a co vampire hides be
10 Deep
On ion gulls, A weakened
nd re ds of carr ained corpses.
ion
11 Hu dr
of blood
condit
12 Dozens
d6
1 The Black Spot on a folded piece of 35 35' of hempen rope that will (almost) 67 Silver bracelet of a snake eating its tail.
paper. Whoever unfolds it dies in d8 days never break.
68 Handheld crystal mirror.
(unless they find a way to lift the curse).
36 Small sandstone pyramid. Smashing it
69 3d20 large pearls.
2 A Spanish gold treasure hoard worth reveals a black diamond worth 2,000s.
50,000s. They want it back NOW.
37 Mesoan coin on a necklace. 70 Collection of exotic bird feathers (300s).
3 3 flags: British, Spanish, French. One 71 Shriveled heart. It starts beating if
torn, one blood spattered, one outdated. 38 703 pieces of eight in a wooden crate. submerged in sea water.
Freshly decapitated head. It looks 39 Dark gemstones. Looking into them
4
reveals an underwater location. 72 Wood coffin. Inside is (d4): 1 a skeleton
exactly like one of the PCs. In its mouth is 2 a mummy 3 a vampire 4 1,000s.
a pearl the size of a plum. 40 Ornate model frigate inside a bottle.
73 Map of the Dark Caribbean. A trail of
5 Emerald the size of a coconut. 41 Large fang the size of a femur. blood appears along your path.
6 6 stylized animal heads carved from 42 A fine wooden armoire. Inside are d12 74 Jaguar skull made of diamond.
wood, one on top of the next. outfits fit for royalty.
75 Key made of water. Glows if submerged.
7 7 rare gold coins worth d100 silver each. 43 Iron scarab. On sand it explodes for d6
damage, underwater it swims to treasure. 76 Jade gecko wrapped around a coconut
8 Each player rolls all of the dice they have sized granite globe.
with them: the total in silver. 44 Large jar filled with 2d20 dried
seahorses. Eating one recovers 1 HP. 77 Vial of water. Drinking it secretly gives
9 An enormous dinosaur bone. d100 HP.
Don't eat too many...
10 2 black flintlocks, the name "Blackwood" 78 Satchel of hauntingly poetic love letters.
engraved on both. DR -1 to hit. 45 Pair of finely crafted boots. +1 agility.
46 Bloody leather bag with 3 silver rings, 79 Chess set carved from onyx and jade.
11 A bag of marbles.
7 stone rings, and 9 iron rings. 80 Wood tube with d6 scrolls, each with a
12 Thick leather belt, an iron kraken buckle. different Ritual (pg. 64). They always
Wearer gets +1 strength. 47 Polished obsidian disc. If you look at
the sun through it you immediately gain succeed but burn up once used.
13 A pure white flintlock pistol. It crits on experience, then it shatters. 81 Stone tankard, covered with Mesoan
18+ but shatters on a fumble. glyphs. It never runs out of ale.
48 4' x 8' stone slab covered in glyphs.
14 Half of a metal medallion. It depicts a woman entering a portal. 82 Golden pegleg.
15 15 dead men on a dead man's chest. The 49 Carved ivory sailing ship. 83 Gold ship's bell. Ringing it changes the
crew learns 1 random Shanty (pg. 68). winds direction.
50 Sarcophagus (5,000s). Inside is a scepter
16 An elaborate brass anchor. that turns human ashes into silver dust. 84 Plain gold ring with no signs of wear (in
51 Dark green cloak. +1 presence. fire it projects a clue, pg. 121).
17 An ancient circular stone calendar. Its
52 d20 bottles of the finest rum ever made. 85 A chest inside a chest. Roll again.
last entry is the day after tomorrow...
18 5,000 gold coins (they are painted wood). 86 Necklace of bones, each with a different
53 Barrel-sized egg. The inside stirs...
engraved rune. +1 toughness.
19 d6 black candles. Burning them makes
54 Taxidermy dog. In its belly is a severed
all other light sources dim by half.
hand holding a set of keys. 87 Gray, pointy hat. Wearer gets +1 spirit.
20 d20 silver bars (50s each). 88 Trident etched with antediluvian runes.
55 Severed finger. If rested on a map it will
21 8' marble statue of a sea monster with point to a lost city of gold. 89 Bronze skull with d2 gems for eyes.
rubies for eyes.
56 d4 barrels filled with blood. 90 Bullwhip. Hits on dr8, d6 dmg, 10' range.
22 Detailed journal with drawings and
descriptions of the local flora and fauna. 57 Smoking pipe shaped like a galleon. 91 Amulet of the Sun. Elaborately carved,
58 Hollow cannonball. Inside: a map. Ancient, and extremely valuable.
23 Golden crown and scepter.
59 Clay dagger with glyphs carved in the 92 A large crate. d100 skulls are inside.
24 a flute carved from a femur.
blade. Read them: learn one random 93 Volcanic glass sculpture of an island.
25 d6 bladders from some sea creature. ritual (pg. 64) then it crumbles. Holding it to the sun reveals a small ruby
Each contains a potion (pg. 70). inside. It's a map.
60 Chest with 4 different colored vials.
26 Jet black sphere. 94 Spyglass. It seems broken, but actually
61 A figurehead of a gorgeous woman.
27 Mother of pearl encrusted lobster shell. If attached to a ship, it comes alive and peers 24 hours into the past.
28 Black cannon in the shape of a dragon.
screams in terror. 95 Book of 7 maps in 7 different languages.
A ship with it always deals +1 damage. 62 Clay jar filled with 13 snakes. Each is of a different small island.
29 Book written in an ancient script. It 63 A skeleton key, pg. 63. 96 3 turtles shells of different colors. Each is
contains the best recipes known to man. filled with gems worth d100 silver.
64 Locked iron box. Inside is a rotten head
30 300 dead monkeys. that can speak. It knows the way to Hell. 97 Go. A bag of black stones, a bag of white
stones, and a bamboo game board.
31 Dead pirate captain. There is a 2,000s 65 Set of 6 jade goblets.
98 Oil lamp. (The genie inside will grant one
buried treasure[d100]
reward for his head.
66 Everything within 66' dies wish, but in the worst way possible).
32 32 golden teeth and a set of silver pliers. immediately. (Optional: all PCs gain the
Haunted Soul: Skeleton class until the 99 A wooden box with 24 stacks of 20 gold
33 Skeleton of a small animal. treasure is reburied.) coins (500s each) and 6 loaded flintlocks.
34 Single golden arrow. 100 1 million pieces of eight. Good luck.
treasure maps
Treasure Maps | 119
Icons (d20)
1. rope bridge 2. waterfall 3.volcano caldera 4. skull rock 5. wicked tree
6. jungle 7. beach caves 8. whale graveyard 9. white sand beach 10. lagoon
11. ancient ruins 12. burnt down cabin 13. swamp 14. shipwreck 15. cliff side
16. large hill 17. quicksand 18. mountain's peak 19. highest point 20. lowest point
Markers (d20)
1 large boulder 14 broken barrel
8 painted rock 15 ruined cannon
2 dead man's bones
9 cannonball 16 tallest tree
3 makeshift grave
10 pile of skulls 17 strange sea shell
4 old anchor
11 volcanic glass 18 rotting crate
5 ruined rowboat
12 rusty cutlass 19 stone statue
6 lone palm tree
13 broken oar 20 tombstone
7 ship's wheel
Treasure Maps: Riddles | 121
Riddles (d12)
1. Arrive at the [icon] but you won't see the [marker] in the light,
travel [2d6] paces to the [direction] and wait until day turns to
night. The marker only appears in the dark.
2. Set your course for the [icon] and ready a shanty, for singing
near the [marker] will turn “none" into “plenty".
The treasure or clue appears once music is played.
3. Find the [marker] by the [icon], ye soothsayers and witches, for
only magic or prayers can lead to these riches. Using a Relic, Ritual,
Spell, or Prayer magically reveals the clue or treasure.
4. Look not high for salvation, but low for an X, crossed trees you will
find, but beware of the hex.
Two fallen trees cover the clue or treasure; it's booby trapped.
5. In shallow waters near [icon] the [marker] rests under waves, it
points in the direction of nearby caves. The marker has a carved or
painted arrow that points to a nearby cave with the clue/treasure.
6. Head [d8 x 10] paces [direction] of the [icon] then dig a hole, under
the [marker] lies the key to your goal. Dig for the clue/treasure.
7. Make for the [icon] before the sun hits the sea, the secret lies between
the [marker] and a tree. Can't be found during the night.
8. Only dead men know this hidden locale, for of all who've seen the
[marker] by the [icon] none have lived to tell.
Tragedy, a trap, or both haunt this location.
9. Near [icon] at midnight the dead rise from their graves, but the one
near the [marker] is a crooked-nosed knave. Harmless ghosts rise here at
midnight, but one near the marker knows the location of the clue/treasure. He
will only reveal it if his body, hanging from a nearby noose, is laid to rest.
10. Travel [direction] for 2d2 miles, find the [icon] then rest, only candlelight
will reveal the [marker] over the chest.
The marker only appears in candle light. The clue/treasure is under it.
11. From the [icon] at low tide you will be able to see, the [marker] just
[direction] of a large fruit tree.
The clue/treasure is buried in the shadow of the tree.
12. [Direction] of the [icon] you will find a sight rarely seen, find the [marker]
that's hidden under a blanket of green. The marker is hidden under foliage, moss,
or grass growing in an odd place.
Uncharted Islands
122
Uncharted Islands
Natural Hazards (2d6)
2. Manchineel trees. Everywhere.
3. Large whirlpools frequently form
4. Quicksand
5. Low lying areas flood. Frequently.
6. Coral reefs
7. None
8. Dangerous rocky shallows
9. Dangerous currents
10. Frequent earthquakes
11. Animals infect humans with
hemorrhagic fever
12. A new volcano is about to erupt
Best place on the island
to hide treasure? (2d6) Current Conflicts (2d6)
2. Old ruins 2. 10 pirate ships here for a secret meeting
3. A large rock shaped like a ship 3. Imperial fleet firing upon inhabitants
4. Under a huge lightning scarred oak 4. Imperial military building an outpost
5. A large natural rock arch 5. Pirates just raided, or are about to
6. An old lava tunnel 6. Explorers hunting animals to extinction
7. Somewhere else 7. None
8. Two palm trees cross in an X 8. Recent shipwreck. Survivors stranded.
9. A large rock resembling a monkey 9. Current inhabitants diseased
10. A sink hole 10. Religious order building a mission
11. Near the strange ancient statues 11. A party of 6 ruthless treasure hunters is
12. In the sea caves here (not including you...)
12. Rebels
Table A no armor
Table B -d2 armor
Table C -d4 armor
Pirate Generator | 125
Roll d66 x 4 to name this lowlife. They carry the highest result in silver.
d66 Name OR Name Surname Nickname (roll x2)
1 1 Esteban Bridget Pérez Sir/Madam
2 Richard Juliette Thompson Sea
3 Hendrik Esther Jansen Turtle
4 Raymond Rose Williams Siren
5 John Beatrice Alva Red
6 Edmund Olive Dubois One-Eye/Arm/Leg
2 1 Charles Antonia Leon Crimson
2 Peter Charlotte Brown Blue
3 Olivier Isabel Jones Water
4 Barth Adine Johnson Skull
5 Henry Angela Thatch Tall-Tale
6 Roger Cécile Davies Old
3 1 Don Edwidge Archer Blood
2 Martín Catalina Blanc Mr./Mrs./Miss
3 Louis Elizabeth Evans Gunpowder
4 Fredrick Madeleine Wright King/Queen
5 Willem Anastasia Smith Bow-legged
6 Nicholas Emma Wilson Fish
4 1 Jerry Mary Bernard Whale
2 Edward Francisca Roberts Bones
3 Alvaro Ana White Squid
4 Gaspar Agnes Jean Scurvy
5 Francisco Marie Santiago Bilge
6 Johan Eleanor Morel Shark
5 1 Carlos Anne Rodríguez Heart
2 Francis Henrietta Garcia The Bride/Groom
3 Jacques Alice Robinson Black
4 Jack Margaret López White
5 François Jeannette Baker Death
6 Silas Camela Black Dark
6 1 Thomas Catherine Bonnet Devil
2 Jacob Ursula Walker Knife
3 Juan Anette Martin Claw
4 Philippe Gabriel Jackson Rat
5 Jean Esme Diaz Green
6 William/ Marion Taylor Planktooth
Billy
126 | Job & Quest Generator
PATRON OR KEY
NPC d10
1 A government leader.
2 A famous pirate captain.
3 The governor's daughter or son.
4 The local drunk.
5 A shady figure.
6 Some cultists.
7 An old friend.
8 Important looking pirates.
9 A love interest.
10 A mermaid.
Rumors | 127
RUMORS d20
1 A nation's navy is coming in 3d6 days. Everyone is on edge.
2 A rich group of merchants are hiring mercenaries to escort them.
3 A treasure fleet is rumored to be departing soon.
4 An important NPC is recruiting people to explore or scout an area.
5 A group of leaders is meeting soon. The PCs have been summoned.
6 Someone the PCs know has been killed or captured.
7 2d12 pirates are in town spending the earnings from their latest prize.
8 Pirates, marines, or revolutionaries are planning to raid a port.
9 There are rumors of a rich prize nearby. Crews are recruiting.
10 Someone uncovered a clue or map to a fabled treasure and need brains, muscle, or both.
11 A corpse has been found in an alley or on the beach. Everyone is suspicious.
12 A ship with valuable cargo wrecked nearby.
13 A lonely widow (20+d50 years old) is looking for a date to the Governor's Ball.
14 It is not safe here at night. The reasons given sound like tall tales or ghost stories.
15 A recent fire destroyed a ship, a port, or a farmstead.
16 Two allied factions are now at war.
17 There is a party tonight to honor a deceased NPC.
18 The governor's adult daughter/son is the most beautiful person ever seen.
19 A group of cultists have been up to some unusual activity recently.
20 Undead have destroyed yet another settlement.
The
CURSE
of
SKELETON
POINT
130 | Module: How to Use
Development
Use the sidebar on the opposite page to alter the status quo. These events can
happen once each session, or if the PCs leave for an extended period they might
return to a different place entirely.
Module: What's Going On? | 131
Plot Hooks
1. News, rumors, and much more can be 4. Father Wallace (pg. 133) is gathering
purchased at the Treasured Chest house of men of the cloth (or anyone willing to help)
ill repute. Ask for Madame Dubois. to exorcise the spirits in the castle. Head
2. News has spread far and wide: the to the old church for more details.
Governor's daughter is missing. He will 5. Investigate rumors of an evil witch in the
pay a hefty reward if she is returned. swamps. Perhaps she is responsible for
3. Legends of a treasure hoard in the castle the curse on the island... or maybe she
at Skeleton Point are told in every tavern sells potions?
and ship's galley, but none have ever 6. At the Green Kraken, Captain Davies (pg.
entered the castle and lived to tell the tale. 133) is recruiting pirates for a raid.
Boral
C
4
B ay
5
6
3 1
The Island
1. Coral Town pg. 138 Random Encounters
Rundown port. Lots of pirates & Roll when changing locations. Feel free to skip
miscreants. Docks, shanty town, taverns, if the action is moving. Always pick instead of
brothels, an old church. rolling if you know what your group will enjoy.
4
8
9
1
138 | Coral Town
CORAL TOWN
Coral Town is not a vacation destination. 5. Shanty Town & Marketplace. Full of
No one here seems happy, and everyone drunk sailors and greedy merchants, this
is looking for a score. Any time the PCs is where most of the recruiting, buying,
find someone who seems like they might selling, and scheming on the island
have work for them, use the Job & Quest happens. Most items under 40s
Generator on pg. 126. (pg. 52) can be purchased here.
1. The Docks. A popular place for late 6. The Treasured Chest. Of the several
night meetings. There are currently d12 houses of ill repute on the island,
vessels docked (not including the Eye of this is the busiest and most politically
Chaos and the PCs' ship, if they have one). connected. Madam Dubois (wise, stern,
See opposite page. subtle but magnificent) and her staff
are renowned for their services, which
2. The Green Kraken. If Coral Town include but are not limited to: sex work,
had a heart, this would be it. A seedy escorting, spying, distracting, rumor
tavern. Jonesy, the barkeep, is gruff and milling, scandal mongering, sewing,
large enough to prevent a fight. Several and wine & spirit sales. Hear rumors by:
important-looking pirates recruit here, listening closely, buying several drinks,
including Captain Davies (pg. 133), procuring other services, or buying them
who has a booth permanently reserved outright (10s/rumor).
in the back. Gambling, drinking, and
plotting are all encouraged. 7. Governor's Mansion. Claude Barlette
(pg. 132) and his extremely docile
3. The Shipwright. Run by a strong, servants live here (they are almost
proud, graceful woman named Helga. zombies). He will receive company if
She can offer repairs, upgrades, and his daughter is mentioned. He hosts a
ammo for normal shipwright prices masquerade ball once every 3 months.
(pg. 77), but does not respond well
to male attention and jacks up prices if 8. The Old Church. Father Wallace (pg.
treated without respect. 133), and his altar boy Rupert (skinny,
bumbling, has a crush on Veronique)
4. The Eye of Chaos. An old restored run mass on Sundays. Almost no one
galleon with an ivory skull aftcastle; attends. The building is in ruins. Wallace
Davies's (pg. 133) flagship. His crew are is more concerned about the undead
veteran cutthroats, and are deadly in a problem than anyone else on the island.
fight. Davies can teach inexperienced He recruits people to help (fighting,
pirates (and players) to sail on board exorcism, etc). There is a crypt under
the Chaos, which is generally regarded as the church with a secret passage that
"the power in these waters". See Carcass extends to the graveyard (and further?).
Beach (pg. 142) for more info.
Coral Town | 139
THE OLD
LIGHTHOUSE
P erched atop a rocky cliff overlooking
Coral Town rests a crumbling
lighthouse. It is haunted by the ghost of
Cornelius Willem,
Willem a Dutch lighthouse
3
vagrants are known to squat in the house.
Governor Claude Barlette (pg. 132132)) uses
a secret ritual chamber hidden behind a
bookcase in the cellar to cast rituals and
maintain the curse on the island.
2 1
5 6
The Old Lighthouse | 141
CARCASS BEACH
7 5
4
6 3
1
2
Carcass Beach | 143
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.
G. A cultist's portal spell: in & out via room #10. 6. ROOM OF BONE
THROUGHOUT THE TEMPLE White wall panels (made from bone), plinth
(sandstone), grimoire (bound in dried flesh).
• Hot and dry: dusty, red rock, smell of incense. The cultists read scriptue to victims prior to sacrifice.
• Flickering light: torches, braziers, candles. Counts as Pages from the Necronomicon (pg. 62).
• Bones: skulls, femurs, ribs, some chewed.
• Blood pools: both wet & dried, mirroring light.
1. ENTRANCE CHAMBER
12 columns (stone), lit torches (recently lit, casting long
shadows), stone stairs (up to the Shrine, pg. 148),
wooden door (west, locked), stone door (east, open).
The muffled cries of gagged prisoners comes from #5.
2. PANELED ROOM
48 panels (5'x10', sandstone, covering walls, chiseled
ancient glyphs), stone door (west, open), wooden door
(south, closed).
▶ Study the codex: Test Presence dr14 to learn there is
a tomb behind one panel (opened by pressing a glyph).
7. MINE TUNNEL
3. HIDDEN TOMB Tight (dusty, close air), wood supports (rotting,
infested with termites), fungus (glows in the dark,
Limestone cave (rocky, damp, cool), 5 sarcophagi
poisonous), continues into darkness.
(granite, engraved glyphs, one ornately carved).
▶ Inside each sarcophagi: bones, clay jars, and Carved by former captives. There are several forks, a
few that are collapsed (buried skeletons, random loot).
gemstones or gold coins worth d12 x 10s.
▶ Following these tunnels: leads to a cave that exits
▶ Inside the ornately carved sarcophagus: old bones,
deep in the jungle. GM Tip: It can also lead to additional
a crumbling clay crown, 1 random Ancient Relic (pg.
dungeons, encounters, and treasure.
62). If taken, a sea wraith (pg. 101) appears.
Sanctum of Nameless Blood| 151
2. LANDING
Plateau (15’ x 60’, 5’ above water line), water (eerily still).
3. BONE PILE
Pile of ancient bones (hundreds of sacrificial victims),
covered in blood (shiny, fresh), cresting from the lake.
▶ Among the bones: 2,000s in gold & silver antiquities.
4. STEPPING STONES
Stepping stones (~20, each a few feet across, flattened
tops of stalagmites), a underground chasm (vast,
foreboding in size and age), still water surface (black
as night), leads to a rocky island (50’ across).
▶ Jump from stone to stone: Test agility DR10 once for
the entire crossing to avoid touching the water. Clever
methods like using a plank or rope circumvent testing.
The Lake of the Nameless One | 153
Tela's Prices
Prices may fluctuate, rising to 300% or dropping to 50% of
normal price, depending on the availability of ingredients,
supply, demand, and Tela's disposition towards the buyer.
Black
Coral
1
d6 Encounters
1 d4 fishermen in a small boat.
2 d6 mermaids. They are
scared of humans, but curious.
3 d3 sirens (pg. 102). 1 of
them doesn't eat “human."
4 d6 black coral crabs.
5 4d20 black coral crabs.
4
6 d2 acid jellyfish, 3d6
more arriving gradually.
Black Coral Reef | 157
1 Lagoon
Hundreds of tropical fish
(and a few schools of brine
piranhas, pg. 88) swim
through crystal clear waters.
2 Shipwreck
The stern half of the wreck of
Cagafuego (pg. 143). Its hold
is full of treasure.
A deep one (pg. 100)
named P'f hor'kik'ri runs a
high-stakes eel fighting club
that meets here once a week.
She trains them on off days.
3 Kelp Forest
An acre of lush, dense kelp.
Countless corpses, tangled
in the seaweed, sway with
the current. Many are the
3 drowned (pg. 100).
4 Sea Caves
A network of caves that connect
to Carcass Beach (pg. 142)
and the underground lake (pg.
152). A coral shoggoth
(pg. 103) hibernates here,
disguised in the rocky wall.
If awakened, it attacks Coral
Town in d4 days.
5 Sunken Ruins
Ancient, made of bismuth
5 (metallic, iridescent shimmer).
Its unworldly, non-euclidean
geometry is extremely
unsettling. A group of teenage
merfolk often hang out here.
6 Escarpment
A steep cliff, and a primer in
thalassophobia. Lots of sharks.
6
158 | Skeleton Point
19 20
160 | Skeleton Point
19 20
Name
D6 CONTAINER SCORE -3 -2 -1 +0 +1 +2 +3 +4 +5 +6
□1 bucket (4 items)
□2 bandolier (6 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. 63) □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 first aid kit
□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 Rope Monkey □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
ISBN 978-91-89143-80-7
FLFFLW18
9 789189 143807
©2022 Limithron LLC
Generally suitable for ages 16 and up.