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Pirate Borg

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100% found this document useful (15 votes)
58K views168 pages

Pirate Borg

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
You are on page 1/ 168

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 D12 to
permanently gain +1
32 Pipe carved out of 48 Deep green gemstone 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, & 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.

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

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.

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

Luke Stratton | Limithron


with public domain images from

The British Library


+
Rijksmuseum

v 1 . 0

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.


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 (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

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 Petite-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
flourish 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 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

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...
A GE N E R A L 25

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

ASH, dust left by


and English are destroyed in screams coming destroyed undead, take over The shifts: skies
at War! Both an earthquake. from the sea is found to have Old Stone Church darken, storms
are recruiting Thousands are reported region- physiological in Havana. An rage, and a
privateers. They killed, more are wide. No known & psychedelic occult influence is foul mist is
pay in advance. homeless. source. properties. speculated. omnipresent.

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.

Derelict ships Blackbeard, a A mass exodus of Thousands flee Havana is Otherworld


Chapter 5

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

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.
6. 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. 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.

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.
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.

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 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 Toughness + d10.

You never start with less than 1HP.

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 tough melee combatant


prone to fits of RAGE
Class: Brute | 35

When you're not bashing, smashing, slashing, or crashing, you're... well,


that's all you really know how to do. You can’t use Arcane Rituals, but
your muscles are basically “magic."

Abilities Strength +1, Toughness +1, Presence -1, Spirit -1.


HP: Toughness + d12. Begins with d2 Devil's Luck, pg. 54.
HP
Roll for clothing [d10] and a hat [d12], pg. 52.

Starting Feature Getting Better


You begin with a trusted weapon (d6). Every time you gain experience, gain one
It will never break, but you drop it on a of the following (d6). Reroll repeats.
Fumble. It is DR -2 to attack.
What is its name?

1. Brass Anchor. Requires 2 hands, 1. Liar's Dice.


d8 damage, and target's armor is reduced A small bag of 5d6. Roll them at the start
by one tier (-d2) during the attack. of combat. If the total is even, -2 dr for
2. Whaling Harpoon. d8 damage, melee attacks, but defend with +2 dr.
can be thrown by testing agility dr10. 2. Boomstick.
3. Meat Cleaver. Caked in layers Listen up. You find a top-of-the-line
of dried blood. d4 damage, and on a blunderbuss. You got that?
damage roll of 1 it spreads a disease from “Boomstick" Blunderbuss
dr8 to hit & d10 damage when in melee range,
one of its prior victims: the target loses otherwise dr12 and d4.
d6 HP at the start of its next two turns. 3. Blood Frenzy.
4. Part of a Broken Mast. +2 to damage rolls for each enemy you’ve
It has a rusted nail protruding from one killed so far this battle. Resets/ends after
end. d8 damage, plus an extra d6 on a 10 rounds (1 minute) of no death.
critical hit. 4. Tavern Boxer.
5. Runic Machete. Your fists deal 2d4 and ignore Fumbles.
d6 damage. Great for chopping down 5. Thick Skinned.
vines and fopdoodles. It glows in the dark You count as wearing light armor even
if there are undead nearby. when you aren’t (tier 1, -d2).
6. Rotten Cargo Net. Test 6. Grog Breath.
agility dr12 to throw it at something When in melee range, belch to stun an
and stop it from moving for d2 rounds. opponent for 1 round. Limit once an hour
Trapped targets take d2 damage/round. unless you drink more grog.
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 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
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: ad
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a
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aken
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my

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m
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da

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.
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oth
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ker
Jo
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
l your
Agility is -1 for each drink e a ll of
ing L
uc k
(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
2.
ity DR1 Roll on the Joker Y ou gs
test Agil o u in i can so of pote ew
br
c c es s y Table .
On a su a
t to
u se
ak m n
elee t grog.
a lly dea l Gro a
automatic g s a po w ea
it. Tes in a w i s o n po n s
critica l h If taken again: Lower the tT
ou
o u nd:
card number needed to gh
ne
ss
gain: regain Luck by 1. If ta DR
If taken a ke 14 o
-2 to DR
. Blac n again, r -d
k: +2 draw 6H
to D a ca P.
Red R . rd:
: I nc
rea
[d6> se dama
d8>d ge di
10 e
Joke >d12].
r: B
oth.
Buccaneer
38 | Class: Buccaneer

3. HP: Toughness+d8. Devil's Luck d2

S killed trackers and survivalists. Expert sharpshooters, especially


with muskets & rifles: reloading black powder weapons takes
you 1 round instead of 2. You start with a musket and 10 +
Presence rounds of shot. When you begin, and when you
gain experience, roll d6 for a feature.
Each can be taken twice (reroll if rolled three times).

1. Treasure Hunter 5. Buccan Cook


Ability tests related to mapping, Months of island life have taught
navigating, treasure hunting, finding you the art of cooking meats over the
& disarming traps, and tracking prey buccan fire. You start with d8 rations
are -3 DR. of exquisite smoked meat. Eating it
If taken again: -6 DR. immediately recovers d4 HP, and you
can make d4 more rations from any
2. Crack Shot edible animal you kill.
All ranged attacks are -2 DR. If taken again: recovers d6 instead.
If taken again: -4 DR.
3. Fix Bayonets!
You now have a bayonet (d4).
You can attack with it on the same
turn you reload. 6. Survivalist
If taken again: d6 damage instead. Your body has developed into a
finely tuned machine for existing in
4. Focused Aim the wild. Gain +1 Toughness. You
Attacks against enemies you have cannot become infected, sick, or
already shot at during this combat poisoned, and your maximum HP
are -4 DR to hit. increases by d4.
If taken again: the attack also deals d4 If taken again: -4 to DR and HP
extra damage. increases another d4.
Class: Buccaneer | 39

Abilities: +2 to Presence, -1 to Agility, -1 to Spirit.


Clothing: d10, Hat: d12 (pg. 52)
40 | Class: Swashbuckler

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.

2. Flintlock Fanatic 2. Military Mastermind


You can attack with up to three pistols on Your experience in combat makes you and
your turn (if you have them). Reloading your allies a deadly threat. When combat
one pistol only takes you one round. 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 DR10 to hit, strength, and a dash of style give you the
and 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 and 20 ( when attack & defending).
is -2 when throwing bombs.
42 | Class: Zealot

ealot. A clergy member, cultist, shaman, or believer.


Abilities: +2 to Spirit, -1 to Agility, -1 to Toughness
V.
HP: Toughness + d8.
Thou shall begin with d4 Devil's Luck.
Roll for a weapon d8, pg. 50 and thy cloth d8, pg. 52 .

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.

I. HEAL V I . HOLY PRO T E C T ION

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).

Test Spirit DR10: deal d8 + Spirit damage to V II. DI V I NE LIGHT


an enemy that thou cannot see. DR8 if it has
already been hurt in this fight. Bright light radiates from thee for up to
d6 x 10 minutes. Enemies that see it are -2 DR
I I I . D E A T H WA R D to defend against.
Touch the corpse of one who hath just died
and test Spirit DR10: they return to life with V III. SILENCE
1 HP. Crit: Full HP. Fumble: They come back
as a zombie and attacketh thee! For the next 2d6 x 10 minutes, everything
within 25' of thee maketh no sound. The
I V. CON T ROL W E AT H ER effect only ends when the time doth expire.

Test Spirit DR10 to change the direction of I X . S A N C T UA R Y


the wind. If thou succeedeth by 5 or more,
thou can also conjure or repel precipitation.
All thy brethren in sight heal d4 HP.
Crit: Lightning striketh thine enemy, d12.
Fumble: Lightning strikes thee for d6.
X. COMMU NE
V. B L E S S E D G U I D A N C E
Test Spirit DR8: Asketh thy deity a singular
“yay" or “nay" query. Thy response may be
Thou may add d4 to any roll thee or another
“unclear” or thou may receiveth no answer.
player maketh. Use this at any time, including
after a roll (does not taketh thy action).
I V. C H A O S V. T H E D E E P 6 6 6 . T H E D A R K O N E
Class: Zealot | 43

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.

Abilities: SPIRIT + 2, STRENGTH - 1 , TOUGHNESS - 1.


HP: TOUGHNESS + D8. Begins with D4 Devil's Luck.
Starting Weapon: wooden knife or belaying pin. Roll d6 on the clothing table (pg. 52).

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.

1. Dead Head 4. Clairvoyance


You summon a flying, ghostly skull. You Ask the spirits a question about an
may spend your action and test SPIRIT adjacent room or area, though their
DR12 to have it deal damage to 1 target. answer may be a lie. Test SPIRIT to know
It disapates after 1 minute or if it deals if they are telling the truth.
any damage. Fumble: it attacks you. I.DR12 II.DR10 III.DR8
It ignores armor and deals:
I.2d4 II.2d6 III.2d8
5. NECRO-SLEEP
A living creature appears to fall over
2. Spiritual Possession dead, but when they awake they
One random creature is possessed by remember everything. Test SPIRIT DR12
a spirit or ghost. Ally: -2 DR to attack to see if it falls "dead" asleep for:
and defense. Enemy: -2 DR to attack or I.d2
I.d2 rounds II.
II.d6
d6 rounds III.
III.d8
d8 hours
defend against it. Any Fumbles related
to this creature cause the spirit to leave,
stunning the host for 1 round.
I.Lasts for d2 rounds II.d4
6. Raise the DeaD
You can create skeletal thralls from
III.Until combat ends nearby corpses. They are stupid, but
obey your verbal commands.
They tumble into bones at sunrise.
3. Protection I.1 thrall
You summon a ghost or spirit to watch II.2 thralls
over the souls of you and your allies. III.d2+2 thralls
Everyone who is protected gets -d2
protection for one hour as if wearing
l T h r a l l
S ke leta
extra armor (does not affect penalties 4
Bite d
to Strength and Agility, not affected by Claw/
le -
Fumbles). Mora
I.1 soul II.2 souls III.3 souls HP 4
46 | Optional Class: Haunted Soul

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.

1. Ghost 2. Conduit 3. Eldritch Mind


You are a lost soul Restless spirits often use Something dark and
from beyond the grave you to communicate with terrible wells underneath
inhabiting the body of the corporeal world. your conscious thoughts.
another. You are drawn to The
Every day at dawn, roll Deep and are prone to
Once per night, you can for a random Arcane nightmarish visions of
apparate and terrify a Ritual (pg. 64). You antediluvian horrors.
target with your ghostly can use that ritual once
visage: test Spirit DR14 without testing Spirit, Every time combat starts,
to deal d12 damage. after which the spirits test Presence DR12 to
leave your body. attempt to control your
If you are reduced to evil thoughts.
1 HP or are somehow If you do not cast the
exorcised from your vessel, Ritual by dawn you lose Fail: They are coming!
you become incorporeal d2 HP. You panic. Your attacks
and must find a new host are +4 DR to hit, but you
in d12 hours or dissipate may make 2 a turn.
into the void.
Pass: You harness the
Possessing a new target: fear. Attacks are -2 DR to
test Spirit DR16 (limit hit for this combat.
one attempt per target).
Optional Class: Haunted Soul | 47

4. Zombie 5. Vampirism 6. Skeleton


You are secretly a zombie. You have been infected by You are an undead
a fiendish creature. skeleton reanimated by
Your flesh slowly rots and unknowable dark magic,
falls from your skin. You cannot be healed by but somehow possessing
You lose d2 HP every day resting or other normal free will.
that you don’t consume means, but drinking fresh
human flesh. animal blood restores d2 If you are killed, reroll
HP and fresh human the damage dice that
Eating a human brain blood restores d6 HP. killed you. On a 3 or less,
restores 2d6 HP. You can only recover HP your bones reform and you
As long as your brain from drinking blood return to life with 1 HP.
is intact, you maintain once an hour.
control of all of your body You are faster at night
parts, attached or not. (move 40' a turn), but feel
hungover in sunlight
(-2 to Toughness).
tall
48 | Optional Class: Tall Tale

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.

3-4. Aquatic Mutant


You are the spawn from an abominable union between man and the sea.
Roll d8 to discover what creature makes up half of your ancestry, then roll d6 to
gain an additional class.
1. Anglerfish. See in the dark. Bite: d4.
2. Crab. Pincher: d6.
3. Jellyfish. Tendril: d2 & Stun 1 round, 10' reach.
4. Octopus. Tentacles: 2d4.
5. Sea Turtle. Extra -d2 to armor.
6. Electric Eel. +1 to Ag ility. Electric skin: d6.
7. Shark. Bite: d8.
8. The Great Old One. Learn one random Ritual (pg. 64).
Optional Class: Tall Tale | 49

5-6. Sentient Animal


You are a mystically intelligent animal (d6). Maybe you were human once.
When you beg in:
— Roll 3d6 for each stat. You get -2 to all of your modifiers except as listed.
— Reroll any backstory details that don't make sense.
— Equipment you can't conceivably carry can be g iven away or left behind.
— Devil's Luck: d4

1. Foul Fowl 3. Crocodile 5. Lucky Parrot


Gain the ability from You can swim & hide A colorful, talking, flying
one random Relic & one well in water. bird. Roll d6 for Devil’s
random Ritual. When Luck points each day.
Strength: +3.
you are killed, the ghosts Toughness: +1. Agility: +1.
of a hundred chickens HP: d10+toughness. Presence: +2.
swarm your assailant, Bite: d10. HP: d2+toughness.
ripping their spiritual Beak Peck: d4.
soul from their flesh. 4. Bilge Rat
Spirit: +3. You are a filthy rodent.
6. Clever Monkey
HP: d4+toughness. You're an excellent
Beak Peck: d2. Agility: +3.
climber.
Toughness: +2.
Roll d10 for a starting
2. Jaguar HP: d2+toughness.
weapon, pg. 50.
Diseased Bite:
You're a deadly jungle cat . d2 damage, 1-in-6 chance Strength: -1.
Strength: +2. the target dies in d4 Agility: +2.
Agility: +2. rounds from whatever Presence: +0.
HP: d8+toughness. disease you are carrying. HP: d6+toughness.
Bite/Claws: d8. Bite: d4.
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 action
s, 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]
52 | Equipment

irates and sailors almost never wear armor or use shields:


CLOTHING & ARMOR[d10]

P Metal isn’t bulletproof—black powder weapons ignore armor—and getting


around a ship while wearing it will get you snagged, thrown overboard, and
probably drowned. Hats & clothing do not count towards your carrying capacity.

Check your class for your starting clothing die. Landlubbers roll a d10.

1-2 rags - tier 0


3-4 common clothes 2s tier 0
5 old uniform 8s tier 0
6 fancy clothes 250s tier 0. You look amazing.
7 leather armor 20s tier 1: -d2 damage
8 hide armor 25s tier 1: -d2 damage
9 chain shirt 100s tier 2: -d4 damage
DR +2 on AGILITY tests
including defense
10 conquistador plate 200s tier 3: -d6 damage
DR +4 on AGILITY tests, defense
is DR +2. You’ll most likely
sink and drown in water.

Relics and Arcane Rituals never work when wielding


tier 2 or 3 armor or cold iron.

Check your class for your starting hat. Landlubbers roll a d12.
HATS[d12]

1-4 none - 11 metal lined hat 20s


5 wig 8s -1 damage.
6 bandanna 2s 12 morion 90s
7 cavalier 15s (conquistador helmet)
8 bicorne 15s -1 damage. You can choose to
9 plain tricorne 10s ignore all damage from one
10 fancy tricorne 90s attack but the helmet breaks.

backpack 6s lantern oil (d6 hours) 5s rope (30') 4s


GEAR

bandolier 4s livestock 20-200s satchel 5s


blanket & pillow 5s lock picks 5s sea chest, large 50s
bucket 3s longboat (pg. 81) 500s sea chest, small 20s
candle (1 hour) 1s manacles 10s shovel 5s
cannon ball 3s medical kit 15s smoking pipe 10s
compass 75s (stops bleeding/poison/ speaking trumpet 30s
dinghy (pg. 80) 250s infection and heals d6 HP, spyglass 150s
dried food (1 day) 1s Presence + 4 uses) tankard 2s
fishing rod 25s mess kit 8s tattoo 10-150s
flask 2s metal file 10s tent 25s
flint and steel 3s mirror 15s tobacco (d6 uses) 10s
hammer 8s musical instrument 250s+ torch (1 hour) 2s
ink, quill, parchment 20s pegleg 15s water skin 2s
lantern 10s pocket watch 45s whetstone 5s
Weapons | 53

WEAPONS: MELEE unarmed d2 - HOSPITALITY


broken bottle d2 -

GOODS & SERVICES


knife/dagger d4 10s night at an inn 4s
hook d4 8s night at a brothel 15-250s
bayonet d4 15s grog 1s
belaying pin d4 10s good rum 3s
marlinspike d4 10s fine wine 10s
wood plank d4 - a day's rations 1s
whale bone d4 - decent meal 2s
smallsword d4 20s admiral's feast 25s
cudgel d4 10s
cat o' nine tails (10' reach) d4 15s
heavy club d6 20s REPAIRING ARMOR*
chain d6 25s tier 1 to tier 2 25s
grappling hook d6 35s tier 2 to tier 3 40s
machete d6 25s
boarding axe d6 20s *Armor cannot be repaired to
hatchet/tomahawk d6 20s a tier higher than its original.
cutlass/scimitar d6 25s
rapier d6 30s Armor reduced below 1st
broadsword d8 35s tier is ruined and cannot be
officer’s cutlass d8 50s repaired.
harpoon d8 35s
finely crafted rapier d8 50s
anchor d10 60s two-handed
boarding pike (10' reach)d10 60s two-handed

throwing knives d4 8s
RANGED AMMO BOMBS[d6]

blowpipe – 30s See darts. Fumble: hit self or ally.


throwing axes d6 20s
harpoon gun d8 60s Strength DR12 or pulled to shooter.
flintlock pistol 2d4 50s Reload 2, range 30'.
blunderbuss d4(d10) 65s Reload 2, range 30', deals d10 under 10'.
musket 2d6 80s Reload 2, range 150'.
buccaneer musket 2d8 100s Reload 2, range 150'.

20 rounds of shot 10s
10 berserk darts d4+ 20s Toughness DR12 or must attack.
closest creature for d4 rounds.
10 poison darts d4+ 20s Toughness DR12 or d6 damage.
10 sleep darts d4+ 20s Toughness DR12 or fall asleep
for d6 rounds.

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

regain that much Luck. a


daomyou
l mo n

Use the Devil's Luck


to:
e rt t]
a x e at

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]

Optional variant: for larger groups


(5 or more PCs), players may
only spend DEVIL' S LUCK to help
themselves or a player they are
sitting next to.
Backgrounds | 55

d100 Back ground You begin with


1-20 sailor 2d6 x 10s & a reason to go to sea

[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

One Twenty Side Die

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

One Twenty Side Die

Unfortunate Incidents & Conditions


HAVING OCCURRED or DEVELOPED WITH or WITHOUT
ONE'S express consent, desire, knowledge, or general understanding.

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

Thing of Importance [d100]


1. animal pelt 38. a recently deceased relative's will
2. oyster pearl naming you as the sole heir
3. silver locket 39. drawing of a loved one
4. conch shell 40. bag of “magical” white powder
5. pipe carved from wood 41. old rusted key with a blue gem that
6. pipe carved from bone glows in the moonlight
7. small jade figurine 42. compass that doesn't point north
8. ancient gold coin 43. clay jar you are using as an urn
9. ruined piece of a treasure map 44. definitive proof of an enemy's (or
10. map of an unknown place loved one's) crime
11. diary written by an ancestor 45. small golden bell
12. silver ring 46. old bottle of red wine (Bordeaux,
13. ivory chess piece incredible vintage)
14. sea creature carved from obsidian 47. jar of dried jellyfish dust
15. spherical prism 48. multi-colored feather
16. jar containing a severed hand 49. necklace from a loved one
17. necklace of bones & feathers 50. ring that doesn't fit on your fingers
18. book of scripture 51. single diamond earring
19. novel you loved as a child 52. finely made leather eye patch
20. bizarre silk handkerchief 53. set of gardening tools
21. pouch containing animal teeth 54. dried flower
22. old fillet knife 55. animal skull
23. fossil of an extinct fish 56. human skull
24. piece of colorful coral 57. gem that glows in seawater
25. small ship in a bottle 58. dinosaur or monster bone or claw
26. letter from a loved one 59. jar of fireflies
27. the journal of a dead explorer 60. leather-bound tome in a language
28. stone embossed with a mermaid you don't recognize
29. vial of holy water from clergy in 61. blueprints to a new type of ship
your hometown 62. carved arrowhead
30. the remains of a small squid in a jar 63. stone tablet inscribed with ancient
31. precious cooking salts in a tiny chest pictographs or hieroglyphs
32. tankard made from a horn 64. perfect cube made of crystal
33. jar of the finest tobacco 65. tattoo, d4: 1 love, 2 revenge,
34. golden letter opener 3 ancestors, 4 unknown origin
35. small, cast bronze owl figurine 66. bottle of perfumed oil
36. collection of sea shells and rocks 67. broken set of manacles
37. necklace carved from jade 68. broken compass
Thing of Importance | 61

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.

After using a RELIC, test SPIRIT DR12.


If you fail, you are stunned for the next
round and that RELIC cannot be used
until the next dawn.

On a Fumble, the relic is permanently


destroyed or depleted, and then you lose
d2 HP. The GM decides the effect on a
Crit, if any.

1. Cross of the Paragon 6. Rune Encrusted Flintlock Pistol


One ally gets +1 to attack and +1 to damage One creature you see loses d6+SPIRIT HP
for d6 turns. (ignore armor). Takes 1 action to reload.
2. Conch Shell from the Abyss 7. Jade Die
Ask a nearby corpse (or any creature that Roll a die. Odd: you gain d8 temporary HP.
died at sea within 100 miles) one question. Even: Choose a creature. It gets +d8 on its
next damage roll.
3. Map Inked in Ectoplasm
Learn the location of all traps and secret 8. Undead Bird
doors within 30' for d4+SPIRIT rounds. It can speak with animals (dead or alive) for
d6+SPIRIT rounds.
4. Will-o'-the-Wisp Lantern
Emit 15' of light or darkness for d6+SPIRIT 9. Mermaid Scales
rounds. Eat a scale: breathe underwater for d4 hours.
5. Pages from the Necronomicon 10. Charon's Obol
All creatures that can hear your voice test DR14 If you are killed, return to life the next round
or lose d4+SPIRIT HP (ignore armor). with 1 HP. Disappears after one use.
Ancient Relics | 63

Legends tell of ancient artifacts buried deep


inside tombs or lost at sea. There are some
who believe these objects hold the key to
great magical power...

11. Cup of the Carpenter 16. Codex Tablet


Choose a creature to regain d6+SPIRIT HP. Read and understand any language, glyphs,
or runes for 1+SPIRIT rounds.
12. Heart of the Sea
Create or destroy 15 gallons water or 30 17. Skeleton Key
square feet of fog. Open any door or lock. Crumbles after 1 use.
13. Necklace of Eyeballs 18. Mummified Monkey Head
Become invisible for d6+SPIRIT rounds or The head speaks: 1 creature tests SPIRIT
until you attack or take damage. Attack and DR12 or must obey a 1 word command.
defend with DR6.
19. Great Old One Figurine
14. Crown of the Sunken Lord One human is terrorized for d4 rounds
A water shield surrounds you. -d2 protection unless they succeed a PRESENCE DR14
for d2+SPIRIT rounds (in addition to armor). test. They can test each round.
15. Crystalline Skull 20. Broken Compass
The skull can hear & repeat the thoughts of The compass points in the direction of an
a nearby creature for d6+SPIRIT minutes. object you know of for 1+SPIRIT rounds.
64 | Arcane Rituals

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.

Casting under duress: +2 DR or more


Modifying Rituals Take 1 minute to cast: -2 DR
Optionally, rituals might be Take 1 hour to cast: -4 DR
easier or harder depending on Several casters working together: roll twice, keep higher roll
conditions. Spend HP in blood: -1 DR per HP
Arcane Rituals | 65

1. Call of the Sea X1. Mists of Confusion


d6 creatures can breathe underwater and d4+spirit creatures each roll for a new
swim 40' a round for d4+spirit hours. reaction (pg. 31).

2. Curse of the Drowned X2. Divination


For d6 rounds, a creature gets +4 to all DRs Ask the spirits or gods 3 yes or no questions.
and is dr-4 to defend against.
X3. Phantasmal Fauna
3. Dark Delusions You summon a ghostly hound or shark.
An illusion or vision of your design appears It obeys your commands. It dissipates at
in the mind of any creatures you can see for sunset.
d4+spirit minutes. hp 5 morale - ghostly form -d2 bite d6.

4. Obfuscate Time X4. Release the Kraken


d2 creatures recovers 2d10+spirit HP, but The Kraken (pg. 105) appears in
age 2d10 months. nearby waters.

5. Eldritch Tentacles X5. Reopen the Grave


They appear and attack up to d6 creatures You summon d2+spirit zombies (pg. 94)
of your choice, taking d6 damage each. or skeletons (pg. 92). They are under
your control.
6. Heart Hex
Increase the reaction of one creature by X6. Mermaid's Kiss
one level (pg. 31). If they are already A creature gains +1 to strength, agility,
friendly, they fall in love with a creature of and toughness for d4 days.
your choice for d4+spirit days.
X7. Spiritual Ward
7. Thalassomancy One creature gains -d4 protection for d2
d2+spirit creatures lungs fill with sea days. Works in addition to armor.
water. They suffocate for d4 rounds, losing
X8. Summon the Ferryman
d4 HP each round.

8. Light of a Thousand Stars A human of your choice loses 3d8 HP.


If you fail, you or an ally loses instead
30' of light radiates from an object for (don't roll a Mishap).
2d12 hours. It cannot be extinguished. All
X1X. The Black Spot
attacks are -4 DR to hit/+4 to defend.

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.

2. Everyone within d20 feet vomits briny


water and sea urchins (and loses 4 HP).
3. A wraith appears, the ghost of an old
captain. Roll reaction for it (pg. 31).
It leaves after d6 rounds.

4. You are possessed by an ancient, arcane


spirit for d4 rounds. Roll reaction
(pg. 31) to see how you react to others.

5. You go insane, as you become convinced


that this world is a dream and that you must
wake up. Test SPIRIT DR12 every dawn
to see if you come to your senses.

If the same mishap is rolled twice, the caster's body slowly melts into sea water.
Mystical Mishaps | 67

6. Nothing happens...until the Kraken 13. A massive 14. You've simply


appears in d6 days. earthquake forgotten how to
shakes the cast the ritual.
ground. At You no longer
7. Gravity behaves as if everything within sea, tidal know it. Remove
30' is underwater... for d8 minutes. waves swell. it from your sheet.

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.

9. All metal within 30' become


16. The ritual succeeds, but in the worst
molten hot and glows red.
way possible. GM decides: different
The effect lasts for 1 minute.
target, goes off at the wrong time, you
Any one touching metal after
cast it on yourself, etc.
the first round is burned for d2
damage.

17. Your mind is lost at sea for what seem


10. Your vision permanently fills with s
like 3d10 years, yet no time has passed.
water and the world around you looks
Others watch as you age 3d10 years in a
submerged and obfuscated. Presence
matter of seconds.
Tests involving sight are +4 DR from
now on. Underwater you see like fish.

18. Hundreds of tiny crabs swarm you.


They are harmless, and provide an
11. The weather and time of day are
extra -2 armor. They leave after
immediately, completely different.
d6 days, but return every full moon.
You and everything within a 3 mile
radius have traveled 4d12 hours into
the future.
19. Everyone
20. Time stops. You experience
you can see
a moment of absolute cosmic
recovers
12. Clouds darken, winds pick understanding and bliss.
3d6 HP
up, the temperature drops When you gain your composure,
including
d10 x 10 degrees. time resumes and you have learned
your
A thunderstorm moves in. a new ritual of your choice and
enemies...
your Spirit score is increased by +1.
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 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.

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 crew 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
70 | Alchemy Potion Generator

d20 Ingredient Ingredient Resulting Color Delivery


Method
a1 Rum Wild Flowers Black

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

l12 Pufferfish Cacao Seeds Pearlescent


Enter

m13 Psilocybin Mushroom Tamarind Leaves Iridescence


n14 Pig Blood Castor Oil Brown
o15 Human Blood Maggots Gray
p16 Whale Blubber Bush Rat Space-Like
Ingestion

q17 Monkey Paw Kola Nut Pink


r18 Chicken Head Coconut Turquoise
s19 Crocodile Tooth Sage Opalescent
t20 Human Remains Banana Peel Sanguine
Alchemy Potion Generator | 71

Methodology for alchemical potion and concoction generation:


1. FAST*: Roll 1d20 and read straight across.
2. RANDOM*: Roll 6d20 and let fate decide. Add extra ingredients to taste.
2. PRECISE*: Pick and choose like the true ALCHEMIST you are.
◊ Most potions cost d100 silver pieces of eight from a reliable source. Good luck finding one.
◊ Side quest hook: finding potion ingredients!
◊ DR can be used as the Toughness DR to resist the potion or the Presence DR to craft it.

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.

*results never guaranteed.


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.
Naval Combat
76 | Maritime Travel, Crew Skill & Morale, Specialty Crew

Maritime Travel Skill & Morale


Ships can move up to their speed in 50 Some crews have more or less
mile hexes each day. experience than others, and poor
conditions, dire circumstances, and
In The Dark Caribbean: time at sea can affect a crew’s mood.
Ships traveling northeast, east, or Here are some suggestions:
southeast move -1 hex a day (min. 1).
Condition Skill Mod
Specialty Crew shortage of food -1
Some NPCs—and experienced PCs— shortage of water -3
might improve or hinder a ship they rum is gone -5
crew. Use this list for ideas.
ship HP ≤ 50% -2
LEGENDARY CAPTAIN ship HP ≤ 25% -5
Take an extra crew action each round,
even if it has already been taken. haven't taken a prize -1/week
haven't divided the plunder -3/month
VETERAN QUARTERMASTER
Crew morale tests are +3. Cargo shore leave recover 2
sells for 50% more in port. take a prize recover 4
STRICT BOSUN divide the plunder reset
Once per combat, reroll one under manned -2
Crew Action test.
inexperienced crew* -1
MASTER GUNNER crew “gains experience”* +1
Ship attacks are -2 DR.
military discipline* +2
MASTER OF SAILS *permanent modifier
Ship Agility tests are -2 DR.
Testing Morale
DECK SORCERER OR PRIEST At the GM’s discretion, ships under
Once per combat, change the speed attack or with low spirits may need to
and direction of the wind. test morale or risk surrender/mutiny.
MASTER CARPENTER Roll 2D6 + CURRENT CREW SKILL.
Repair actions are -5 DR. Roll under a 4: surrender or mutiny.
DRUNK CREW Consider testing morale when: another ship
+2 DR for all the ships rolls. raises the black, shots are fired, taking a crit,
falling below 1/3 HP, when boarded, rum runs
out, etc.
Naval
Cargo, Repairing, Careening, Shipwright Combat | 77
Upgrades

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 -

Shipwright Repairs & Upgrades


Repair Time & Effect Cost
repair HP recover 10 HP/day 50s per HP
repair armor repair hull armor, takes 1 week ship's HP x 25s
careen clean hull, 1 day per 25 max HP ship's HP x 10s

upgrade swivels* small arms deal +2 damage ship's HP x 25s


extra swivels* add extra small arms attack ship's HP x 50s
upgrade cannons* broadsides deal +2 damage ship's HP x 50s
extra cannons* add extra broadside attack ship's HP x 100s
armored hull* raise armor one tier, Speed -1 ship's HP x 200s
ram upgrade* double ram die ship's HP x 25s
improved sails* +1 Speed, +1 Agility ship's HP x 100s
* Limit once per ship
78 | Wind & Weather

OPTIONAL WIND RULES WIND


Flat Top Hexes
At the start of naval combat, roll a d6 to determine which hex edge the d6
wind is coming from.
1 N
2 NE
A ship's point of sail is determined at the start of its turn
3 SE
and does not change during its movement.
4 S
5 SW
Point of Sail Ship Speed 6 NW
With the Wind Full Speed
Close to the Wind ½ Speed (round down, WIND
min 1) Pointed Top Hexes
In Irons Speed 0, can only d6
rotate once (60°) 1 NE
2 E
Example: If the wind is coming from 3, 4, or 5, the ship is With the Wind. 3 SE
From 2 or 6 it is Close to the Wind, and from 1 it is In Irons. 4 SW
5 W
6 NW
CHANGING WINDS 2d6
Roll when thematic, when Weathercraft arcana is in use, or randomly!
2 Becalmed. All ships speed 0.
3 Fog. All weapon ranges are reduced to 6 hexes.
4-5 Calm. Decrease all max speeds by 1.
6-8 Fair. Normal wind speed.
9-10 Heavy. Increase all max speeds by 1.
11 Changing Winds. Reroll the wind direction.
12 Storm. Reroll the wind direction each round. On a
repeated result, all ships lose d6 HP (no hull protection).

FOUL WEATHER 2d6


2 Deep cold, well below the line. 8 Calm before the storm.
3 Nauseating, green mist. 9 Soft, cold rain.
4 Thick, low-lying fog. 10 Frigid trade winds.
5 Oppressively overcast. 11 Torrential downpours.
6 Hellfire, sweltering sunlight. 12 Catastrophic tempest.
7 Gentle breeze, smell of decay.
Maritime Travel Events | 79

FLOTSAM & EVENTS d20


JETSAM d12 1 A huge shark or sea monster harasses the
1 Message in a bottle. hull. DR12 Agility tests or overboard!
2 2d10 crates (pg. 115). 2 A corpse floats by the ship. If rescued, it
3 d4 adrift sailors. comes to life after d10 minutes.
4 Large, locked sea chest. 3 Shipworms or barnacles infect the hull.
5 Green sea turtle, a map carved in Ship: -1 speed each week until careened.
its shell. 4 d4 sirens on rocks or a desert island
6 A coffin, nailed shut. beckon the crew with serene melodies.
7 Sentient ship's figurehead. 5 The rum is gone! The culprit is at large.
8 Massive dead blue whale, 6 Man overboard! d6 rounds to solve.
something living inside. 7 Mutiny! Roll reactions for all of the crew
9 A tentacle, d100 feet long. (pg. 31).
10 d8 x 100 glowing jellyfish. 8 Maggots have infested the bread. Resting
11 Dinghy filled with treasure. at sea requires a DR10 Toughness test.
12 Derelict ship (pg. 116). 9 A crew member is gravely wounded while
performing their duties around the ship.
10 An NPC knows something troubling
ENCOUNTERS d20 related to a PCs background or
1 The Kraken. unfortunate incident.
2 Navy Ship of the Line. 11 A slimy ghost is spotted eating the food
3 Privateers: d2 sloops & 1 frigate. in the galley.
4 2d4 canoes. 12 A maelstrom (whirlpool) opens nearby.
5 No-talent pirates in a tartane. Eminent danger.
6 Sloop of rookie pirates. 13 Everyone is haunted by eldritch or stygian
7 Fugitives in a ship's boat. dreams. The Great Old One calls...
8 Raft with d6 dying passengers. 14 d4 of the crew are quarreling. Fisticuffs?
9 d2 people in a dinghy. 15 Things are missing: there is a stowaway.
10 Old galleon crewed by monkeys. 16 Unexpected shoals and coral require
11 Merchantman with lots of goods. precision navigation and piloting.
12 2d20 zombies on floating debris. 17 Something gruesome and terrible is found
13 Man-of-War, famous pirate. in the cargo hold.
14 3d6 war canoes, en route to raid. 18 d2 mermaids visit the ship. Secretly roll
15 Blood drenched Ship of the Dead. reaction (pg. 31) to know their intent.
16 Treasure galleon & d4 sloops. 19 A mysterious, uncharted island is spotted.
17 d2 undead megalodons. See pg. 122.
18 d6 fluyts preparing for battle.
20 An albatross is spotted flying with the
19 A flotilla: pirate lords are meeting.
sails. Everyone gains 1 Devil's Luck point.
20 Ornate galleon: a floating brothel.
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.
Longboat, Piragua, Tartane | 81

Longboat
Watercraft often used to ferry crew from larger ships to land.
Some have small, collapsible sails. Often used for fishing.

HP Hull Agility Speed


5 - +3 3
Skill Broadsides Small Arms Ram
* - d4 none
Crew Cargo
2/10 0
Special:
* Use passengers stats. Not affected by wind.

Piragua
Boats dugout from tree trunks. Simple construction and high
crew capacity make them a favorite of swashbucklers.

HP Hull Agility Speed


10 - +3 3
Skill Broadsides Small Arms Ram
* - d6 none
Crew Cargo
2/20 0
Special:
* Use passengers stats.

Tartane
A small ship often used for fishing, trading, and “rum
running." Triangular sails and rigging make them very nimble.

HP Hull Agility Speed


20 -d2 +2 5
Skill Broadsides Small Arms Ram
-1 d4 d4 d4
Crew Cargo
3/9 1
Special:
Can travel at full speed when Close to the 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.
Galley, Frigate, Galleon | 83

Galley
A relic from a bygone era. Propelled by sails or oars.
T hey are often crewed by undead from distant lands.

HP Hull Agility Speed


60 -d4 +1 5
Skill Broadsides Small Arms Ram
+2 - d10 d10
Crew Cargo
80/120 3
Special:
May always move 3" regardless of wind.

Frigate
While not as nimble as a sloop, these fast ships make decent
pirate flagships due to their size and armament.

HP Hull Agility Speed


60 -d4 +0 4
Skill Broadsides Small Arms Ram
+1 2 @ d8 d6 d6
Crew Cargo
24/48 4
Special:
Makes 2 broadsides when over half HP.

Galleon
Heavily armed, slow vessels for a previous age. Often used
for transporting cargo... and treasure hoards.

HP Hull Agility Speed


65 -d6 -3 2
Skill Broadsides Small Arms Ram
+1 2 @ d10 d6 d8
Crew Cargo
30/60 6
Special:
Makes 2 broadsides when over half HP.
84 | Man-of-War, Ship of the Line, Forts

Man-of-War
Designed for naval combat, but requires a large, trained
crew. Used almost exclusively by navies.

HP Hull Agility Speed


75 -d6 -2 3
Skill Broadsides Small Arms Ram
+2 3 @ d8 d8 d8
Crew Cargo
50/150 4
Special:
Makes 3 broadsides when > 2/3 HP; 2 > 1/3 HP.

Ship of the Line


A floating fortress. T he flagship of any navy. In wartime,
several are lined up to make a wall of black powder death.

HP Hull Agility Speed


95 -d6 -3 3
Skill Broadsides Small Arms Ram
+3 3 @ d10 2 x d8 d8
Crew Cargo
150/350 4
Special:
Makes 3 broadsides when > 2/3 HP; 2 > 1/3 HP.
Makes 2 small arms attacks when > 1/2 HP.

Forts
Seaside fortifications designed to protect ports and towns.

HP Armor Skill Cannons


200 - +3 4 @ d12
Special:
Stationary (DR8 to hit). Makes 1 attack for
each block of 50 HP it has remaining.
Customizing Forts:
• Add one d12 attack per 50 HP.
• Add armor for an extra challenge.
Ghost Ship, Ship of Bone, Vessel from the Deep | 85

Ghost Ship
T hese reanimated shipwrecks are piloted by ghosts and
skeletons. T hey typically only appear at night.

Use the base stats of another vessel.


Undead. Can only be crewed by the dead, and
will sink when the captain is destroyed.
Winds of Hell. Not affected by wind conditions
(can always move its full speed).
Terrifying. At start of combat, ships and
PCs cannot take crew actions until passing a
Morale test.

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.

Use the base stats of another vessel.


Undead Fortitude. If reduced to 0 HP or less,
test DR12 to drop to 1 HP instead.
Marrow Cannons. See pg. 108.
Terrifying. At start of combat, ships and
PCs cannot take crew actions until passing a
Morale test.

Vessel from the Deep


More monster than ship. Recompiled shipwrecks, coral
constructs, and possessed vessels lost at sea.

Use the base stats of another vessel.


Down to the Locker! Can submerge/
surface instead of attacking. Speed 3" when
underwater.
Melee Attacks:
Claws x2. HP 10, Shell -d6, Pinch d12.
Tentacles x8. HP 2, No Armor,
Armor Slam d4 +
Test Agility DR12 or entangled:
Strength DR12 to escape each round.
86 | Dark Fauna: Terrestrial

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

Some sorcerers have the skill to cure


disease and infection by transference,
6.
Peregrim Falcon
and chickens make excellent plague Fierce birds of prey with a taste for
repositories. Don't eat one... dead flesh.
HP 1 Morale 2 No Armor HP 6 Morale 9 Killer instincts -d2
d Beak d2 d Claws d8
Special: holding a hex chicken for a hour Fast: dr16 to attack/defend
cures infection, but eating one causes it.
Claw 15s, Body turns to ashes when killed
88 | Dark Fauna: Aquatic

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

Thousand Corpses b Slam & scrape 2d8 + everyone on


board tests agility dr8 or they are
An ancient great white shark thrown overboard.
corrupted by the necrotic energy that
flows through the Dark Caribbean. Its
hundreds of scars have morphed into
6.
The Black Whale
runes from some unknown civilization; A true monster of the sea, this massive
they glow green in the water around it. sperm whale has obsidian-black skin
HP 75 Morale 10 Runes -d4 and has developed a taste for human
d Bite d12 flesh. Some say that there is a colony of
Unholy strength: The Mouth recovers sailors living in its belly.
d10 HP every time it eats someone . HP 150 Morale 11 Blubber -d4
d Bite d20, dr8 to defend
Naval Combat d Swallow: agility dr8 to dodge or be
HP 15 Morale 10 Runes -d2 consumed.
Speed 4 Agility +2 Naval Combat
b Ram 2d8 HP 30 Morale 11 Blubber -d4
Speed 3 Agility +1
b Ram 3d8
90 | Dark Flora

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

Use these tables as a crash course in designing enemies, or just roll


some dice. Remember: most of the horror come from your description.

Make Your Own Enemies


1. HP (d10) 4. Damage (d12)
How tough or big is it? If you need to How deadly is it? Black powder
convert from another system, the first weapons roll double damage but take
column minus 1 is roughly analogous 2 actions to reload.
to Hit Dice (HD).
1 d2 A broken bottle, fist, weak claw,
1 HP 1-3 Barely worth fighting. weak bite, harsh language.
2 HP 4-6 A weak human. 2 d4 Knife,hook, claw, improvised
3 HP 7-9 An average human. weapon, club.
4 HP 10-12 A tough human or animal. 3 d6 Cutlass, axe, animal bite,
5 HP 13-15 A challenge to new PCs. tentacles slam.
6 HP 16-19 A serious threat to new PCs. 4 d8 Fine rapier, big sword, claw from
7 HP 20-24 A low level boss. a large beast.
8 HP 25-29 A regional boss. 5 d10 Two-handed weapon, monster's
9 HP 30-39 Huge or legendary. bite, anchor.
10 HP 40+ Naval threat, TPK zone. 6 d12 Executioner's axe, kraken's maw.
7 2d4 Flintlock pistol.

2. Morale (2d6) 8 2d6 Standard black powder musket.


9 2d8 Buccaneer musket.
How much courage does it have? 10 2d10 Mounted swivel gun.
Will it stand and fight? Or run away 11 2d12 Cannon shot in melee.
in cowardice? 12 3d6 Some form of arcana.

2 Morale 2 Easily scared, likely to flee.


3 Morale 3 Bottom of the food chain. 5. Special (d10)
4 Morale 4 Runs when danger is sensed.
Get creative. What makes it unique?
5 Morale 5 Fearful, but willing to fight.
Mix and match these to make
6 Morale 6 Untrained, average human.
thematic adversaries.
7 Morale 7 Combat experience.
8 Morale 8 Military training. 1 Quick/Small/Guarded: dr14 to
9 Morale 9 A brave leader. attack/defend.
10 Morale 10 Unwise in their courage. 2 Slow/Big/Reckless: dr10 to attack/
11 Morale 11 Insane, heroic, or both. defend.
12 Morale - Unintelligent, fights to the 3 Poisonous: Test toughness dr12
death, or compelled by an or become infected.
external force. 4 Combatant: Takes 2 attacks each
round.

3. Armor (d4) 5 Arcane/Willpower: Test spirit


dr12 or strength/agility are -2 for
Is it wearing armor? How thick is its the combat.
skin? Does it have some ability that 6 Outsmart/Stun: Test presence
soaks up damage? dr12 or skip the next d2 turns.
Remember: traditional armor does 7 Terrifying: Test spirit dr12 or must
not stop bullets. run away for d2 rounds. Or force
NPCs to make morale tests.
1 Tier 0 (-0) No armor. Skin or flesh. 8 Leadership: Nearby allies are +2 dr
2 Tier 1 (-d2) Leather, thick fur, scales. to attack/defend.
3 Tier 2 (-d4) Chain mail, thick hide, 9 Relic: They have d2 from pg. 62.
blessed. 10 Ritual: They know 1 from pg. 64.
4 Tier 3 (-d6) Plate, armor, or blubber.
92 | Skeletons

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.

HP 12 Morale 8 Thick Bones -d4


d Harpoon d6 or Mast d8
Special dr10 to attack/defend.
Harpoon is attached to a broken mast
which can be used for "fishing" and
HP 5 Morale 8 No Armor Special Carrying d4 flintlock
reeling in skewered targets.
Choose 1 or 2: pistols, and will discharge
d Grave Breath d2 all of them before
d Knife d4 or Dagger d4 stopping to reload. Can
d Scimitar d6 or Small Axe d6 reload 2 flintlocks
as a single action.
n s
Skeletons | 93

le e t o
Sk
The scourge
of the sea, these
sentient undead corsairs
raid ships and towns without
discernible motivation.

Any skeleton that takes more than


5 damage (after armor) immediately tumbles
into a pile of bones. Without a Cap'n or Warlock,
skeletons that fail a morale test crumble into ASH.

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.

It is said that many arcane practitioners know a way to


delay or even cure the disease, and that some may even
know how to control them...

Zombies do not breathe air. Anyone bitten by a


zombie tests Toughness DR8 or dies within two
days before rising as a zombie. A zombie that
eats flesh recovers d4 HP (d8 if it's a brain).

"The Bilge Rat" "The Rope Monkey"


HP 5 Morale - No Armor Fast sprinters. Great climbers.
d Claw d4+1 HP 7 Morale - No Armor
d Bite d4 + Zombie Infection. d Claw d6
d Bite d4 + Zombie Infection.

Quick. DR14 to attack and defend.


Zombies | 95

"Admirals" are not zombies; they were once


sorcerers that turned to wicked necromancy
and are now undead themselves. These
intelligent commanders lurk in the shadows
and are rarely ever spotted. Most have
phylacteries hidden deep underwater or in
ruined jungle temples.

"The Grog Barrel" "The Admiral"


HP 20 Morale - No Armor Barely still human. Consumed by
d Bilge-Vomit d6 + Toughness DR12 or necropotence.
become poisoned. HP 20 Morale 10 Ghostly Aura -d4
d Slam d10 d Death-Gaze d6 (300' range) Cutlass d8
d Bite d8 + Zombie Infection. Rise! d6 destroyed undead rise with 1 HP.
Black Firestorm. d4 creatures test
Fat and Slow. DR10 to hit. Agility DR10 or each take d6 damage.
Spirit-Siphon. One creature tests Spirit
DR12 or permanent -1 to Strength and
"The Admiral" recovers d8 HP.
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


▶ Claws/Bite: d4 ▶ Cutlass: d6
▶ Monkey See, Monkey Poo: Test agility ▶ 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


▶ Scimitar: d8 ▶ Flintlock: 2d4 ▶ Chain Whip: d8, 10' reach
Vicious Leader. All Ghost Crew within ▶ 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.
98 | Scavenging Seagull

Scavenging
Seagull
by Pelle Nilsson

HP 4 Morale 6* Metallic feathers -d2


In the belly
of a seagull[d10]
d Claws d4
d Bite d4 (1-in-4 risk of infection)
1 A coin with an engraved map
When time at sea seems idle and the ocean is still 2 An unbreakable thread
like a painting, occasionally the silence will erupt (1' long)
into a cacophony of screams from these terrible 3 A dozen rusty nails
birds. Drawn to all that glitters like the shine of 4 A black dagger
coin-counting captains, these gulls eat metal, 5 Two dozen silver
6 A shimmering necklace of
which then becomes an integral part of their
skull pieces
bodies. 7 Three fingers
8 Blackened sludge
* Only test Morale when a seagull is left alone; 9 A miniature metal statue
they tend to wreak havoc in flocks of 2d4. 10 Two poisonous needles
Obscure Oyster Cult | 99

Obscure
Oyster

Cult by Pelle Nilsson

In the water these huge (for an oyster) mollusks peacefully HP 6 Morale 7


engage in humming rituals while contemplating the silence Ornamented Shell -d6
of vast oceans and the mysterious ways of streams and tides. d Crash d4
d Snatch d6 (1-in-6:
The reverse is true on land. With partly developed lungs, lose a finger)
malformed and crooked limbs, they look for blood and flesh:
essential ingredients for their minds to find enlightenment in
the underwater world. In a stunning moment of surprise, they Cult Name
initially tend to run towards their prey and crash into it. Roll d4 twice:
1 Molluscan Depth
The oyster cult members always appear in groups of d4+2. 2 Silent Streams
Each one has a unique ornamentation of incomprehensible,
3 Waving Entity
otherworldly symbols on its shell.
4 Endless Deadbeats
100 | Deep Ones, The Drowned

Deep Ones The Drowned


Fishfolk humanoids. Thought to Mariners lost to the dark tide, these
be a myth. Excellent swimmers. water-logged ghouls drift in kelp
Somewhat intelligent. forests waiting for unsuspecting
Their shamans know sea magic. sailors to pass by.

HP 11 Morale 8 Scales -d2 HP 9 Morale 9 Kelp Shroud -d2


Customize by picking one or two: ▶ Claws and Seaweed Snare:
▶ Mollusk Shell Spear: d8 d4 + Agility DR12 or Entangled:
(thrown or 10' reach) Can't move. Strength DR12 to
▶ Shark Tooth Blade: d6 break free (takes an action).
▶ Coral Staff: d4 or the effect of one ▶ Submerge: Pulls an entangled
Ancient Relic (pg. 62). victim underwater. See "Holding
▶ Ritual (pg. 64): Takes d4 rounds your breath" on pg. 28.
to cast (dr10).
Gorilla Crab, Sea Wraith | 101

Gorilla Crab Sea Wraith


Large crustaceans named for the The ghost of captains lost at sea.
way they move. Found in coral reefs Unfinished business binds them
and coastal jungles. Territorial, and to the material world. They float in
known to charge when threatened. water and in air.

HP 12 Morale 7 Shell -d6 HP 16 Morale - No Armor


▶ Big Claw: d8 ▶ Cutlass d6
▶ Little Claw: d2 ▶ Blood Freeze d2 and test
Combatant. Makes two attacks, Toughness DR14 or become Frozen:
one with each claw. no movement or actions. Take d2
Climber. Can climb/hide in trees. damage at the start of your turn
then test again to unfreeze.
Ethereal. DR14 to hit.
102 | Siren, Black Coral Crab

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.

HP 12 Morale 8 Scales -d2


▶ Claw d4
▶ Tentacles: Test agility DR12 or
become grappled in a tentacle. May
test again at the end of each turn.
▶ Consume: The siren sucks the
soul of a creature captured in its
tentacles. Test toughness DR12 or
lose d12 HP.
Black
Coral
Crab
These invasive, spiky crustaceans feast
on coral. They swarm so thick that their
reefs appear to be black, morphing
masses from above.
HP 1 Morale 5 Shell -d4*
▶ Claws d2 ▶ Spikes d2
* Unarmored from beneath.
Coral Shoggoth | 103

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

A legendary monster often mistaken for a small island. He is highly intelligent


but only communicates telepathically. His eyes swirl like a maelstrom.

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 Cannons by Christian Eichhorn

M arrow Cannons are sentient, undead weapons. Skilled


necrosmiths plunder graveyards and battlefields to build these
contraptions from human, livestock, and fish remains. The mightiest
cannons feature smoothbore whalebone barrels and carry the names of
the cities they first reduced to rubble.

Marrow Carronade
HP 24 Morale 6 No Armor
Round shot d8 (Melee & Naval Combat)

Special: Canister Shot (once per turn)


Roll a d6. On a 6, the carronade fires a canister shot.
The attack deals d4 damage to all creatures that
stand in a small cone in front of the carronade.
Marrow Cannons | 109

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)

Special: Explosive Shot


Creatures in a 10' radius must test dr14 agility. On a failed
test, a target takes 3d6 damage, or half as much damage on
a successful test.
110 | Archetype Captain: Naval Mastermind

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.

HP 13 Morale 9 Leather Doublet -d2


▶ Captain's Cutlass: d8 (DR +2 to attack
& defend)
▶ Dueling Pistol: 2d4 (DR16 to defend if
aimed for 1 turn, reload 2)
When aboard a ship: that ship's attacks
are -2 DR to hit, and it may take 1 extra
crew action each turn.

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.

HP 20 Morale 10 Lich-like -d2 (-d4 vs non-iron weapons)


▶ Legendary cutlass: d10 ▶ Necro Blast: 2d6 (50' range, recharge 1)
▶ Reanimate: d4 dead creatures or piles of bone animate as Skeleton Crew.
▶ Soul Harvest: Touch a recently killed human to recover d8 HP.
Unholy . "Healing" magic damages it, bypassing armor.
When aboard a ship: Bones can be fired from its cannons
onto an enemy ship. The Necromancer can spend its
action to animate them.

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.

HP 24 Morale 10 Crustacean Carapace -d4


▶ Claw: d12 ▶ Leg Stab: d6 (2 targets)
▶ Trident: d10 (10' range, can be thrown)
When aboard a ship:
▶ Wave Call: Deal d8 damage to another ship
and push it 1 hex in any direction.
Recharges after 4 rounds.

Thing from Below


Aquatic mutants corrupted by years under water.
HP 2d8 Morale d6+6 Scaly Skin -d2
Choose 1 or 2:
▶ Claws: d4 ▶ Bite: d6 ▶ Stinger: d6
▶ Tentacles: d6 (2 targets) ▶ Urchin Flail: d8
▶ Squid Ink Sack Spray: d4 nearby targets
test Agility dr12 or are blind for 1 round.

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.

Vessel from the Deep


Living ships infected with coral and deep sea parasites.
Vessels: Vessel from the Deep (Galleon, Fluyt, Man-of-War, Ship of the Line)
▶ Special: The Sunken One can spend 2d4 consecutive crew actions to summon (roll d6):
1 d100 sharks (pg. 89) 2 a whale (pg. 89) 3 The Kraken (pg. 105),
4 Davy Jones (pg. 106) 5 The Leviathan (pg. 107) 6 a maelstrom.
114 | Ships at Sea

SAILS! SHIPS at SEA...


VESSEL CLASS d10 NAME d66
1 raft 6 fluyt 1 1 Banshee's Wail
2 longboat 7 frigate 2 Revenant
3 tartane 8 galleon 3 Void Ripper
4 sloop 9 man-of-war 4 Mermaid's Tear
5 brigantine 10 ship of the line 5 Carrion Crow
6 Executioner's Hand
2 1 Poseidon's Rage
ARMAMENT d6 2 Adventure's Ghost
1 Merchant: No weapons. 3 Widow's Revenge
2 Lightly armed: reduce damage die 4 Blood Moon
size by one. 5 Devil's Scorn
3-5 Normal armament 6 Gilded Parrot
6 Warship: Double broadsides. 3 1 Monolith
2 Black Tide
3 Raven's Wrath
CREW QUANTITY* d6 4 Coral Corsair
5 Hellspire
1 Short-handed: half as many. 6 Vendetta
2-3 Standard crew. 4 1 Crimson Tempest
4-5 Ready for war: twice as many. 2 Royal Tomb
6 Ready to raid: as many as possible. 3 Guillotine
4 Neptune's Maiden
CREW QUALITY* 2d6 5 Cadaver's Call
6 Heart of the Sea
2-3 Near mutiny and/or untrained. 5 1 Demonwake
4-6 Miserable and/or novice. 2 Bride of the Abyss
3 Annihilation
7-8 Average. 4 Golden Glaive
5 Necrobile
9-10 Fresh from shore leave and/or 6 Grave Witch
experienced. 6 1 Loa's Lament
11-12 Prosperous/loyal and/or 2 Hunsi Kanzo
3 Dragon from the Deep
military training. 4 Leviathan's Flood
5 Kraken's Maw
*Modify DRs where appropriate. 6 Harlequin's Curse
Random Cargo | 115

... a n d THEIR CARGO


*Roll once for each cargo slot, or pick what is appropriate.
Value is only a suggestion and can fluctuate ±50% from port to port.

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

WHERE IS IT? d12 Type of Ship d12


1 shallow waters 1 several ships fastened together
(submerged at high tide) (roll d2 more times)
2 suspended on shoals 2 sloop
(half underwater) 3 tartane
3 beach wrecked 4 giant jury-rigged raft
4 adrift at sea 5 brigantine
5 anchored off the coast 6 frigate
6 suspended on rocks 7 ancient vessel
or a coastal cliff 8 galleon
7 up a dried-up riverbed 9 fluyt
8 in the middle of the jungle, 10 man-of-war
forest, or desert 11 ship of the line
9 drifting into port 12 otherworldly
10 orbiting a maelstrom

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

What happen 1 filled with large eggs


2 bodies of former crew, freshly
dead, terror on their faces
3 indecipherable glyphs carved into
d8 the wood beams
4 water damaged books and letters
1 demolished during a storm
5 hundreds of eyeballs hanging
or hurricane
from strings
2 abandoned for an unknown reason,
6 a gaping hole in the hull
mostly intact
7 rotting food and animal corpses
3 ripped in two by a
8 glass bottles filled with [d6]:
monster from the deep
1 rum 2 potions (pg. 70)
4 run aground or scrapped some shoals
3 fortified wine
5 raided by blood-thirsty undead
4 blood 5 holy water
6 destroyed in naval combat
6 excrement (human?)
7 wrecked
in foggy
conditions
8 mutiny fueled
blood bath

Derelict
Ships
Derelict Ship Generator | 117

odd feature d12


1 walls and floor covered in coral and
de velop me nt d8
1 Sails! Ship spotted.
barnacles 2 Derelict starts
2 piles of bleached white bones throughout to sink or collapse.
3 hundreds of small crabs nests 3 Adversaries arrive: other
4 cargo hold is filled with 6" of blood pirates, monsters,
5 charred wood and fire damage the military.
6 faintly glows in the dark 4 Explosion or fire.
7 mysterious slime covers most surfaces
5 Extreme weather.
8 ornately decorated in gold leaf and velvet
9 a thick layer of ash coats everything 6 Thing from the deep
10 gravity behaves as if underwater complicates things.
11 signs of torture, sacrifice, 7 Undead floating nearby.
and blood-letting 8 A stowaway emerges.
12 bioluminescent plants
bloom from hull at night

o c c u p an t d12 eech sounds like whal e so ng.

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

Original Cargo d20


1 tea leaves or spices 1 missing or
2 art or antiques ruined
3 coffee beans 2-3 salvageable
4 sugar or sugar cane (x1/2)
5 rum or wine 4-5 good (x1)
6 weapons and ammo 6 rare and
7 tobacco or cocoa valuable (x2)
8 exotic creatures
9 rice or crops
10 black powder [d100 barrels]
11 contraband
12 textiles
13 sacrificial victims
14 prisoners
15 lumber
16 livestock
17 a large statue
18 hoards of treasure
19 native medicine
20 a cursed relic
118 | Buried Treasure

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

Pick and choose from these tables as needed.


Then grab some parchment paper and quill and get to work.

Type of map (d4) It starts... (d6)


1 Simple A geographic area, X marks the
Simple. 1 at a totally unknown location.
spot. 2 nearby.
2 Point Crawl.
Crawl The map shows several 3 within a mile.
icons (pg. 120),
120) but they must be 4 a day's walk away.
traveled to sequentially to find the 5 a day's sail away.
next one. 6 near a well known place.
3 Scavenger Hunt.
Hunt The map has only one
point of interest or one clue, but finding The Invisible Ink is
it reveals more maps or clues. Revealed...(d10)
4 Arcane
Arcane. The map only reveals the next
1 with heat or fire.
step when the previous one is completed.
2 under star or moon light.
3 during an eclipse.
Material (d12)
4 when underwater.
1-4 Parchment paper. 5 if soaked in alcohol.
5 In an old book. 6 with magic or a ritual.
6 Only in someone's mind or memories. 7 when you speak the password.
7 Burnt into leather. 8 when near a key location or object.
8 Whittled into a bone or skull. 9 during the solstice or equinox.
9 Minted on a unique coin. 10 at a certain time of day.
10 Embossed into a sea turtle shell.
11 Scratched into driftwood. Complication (d8)
12 Etched into a glass bottle.
1 Another crew is there when the
PCs arrive.
Geography (d8)
2 Monsters guard it.
1 Island 3 It has already been found or is missing.
2 Coast 4 It's cursed.
3 Peninsula 5 There are hundreds of corpses.
4 Cove 6 The PCs become incredibly lost
5 Archipelago on the way.
6 River 7 The whole thing is a setup.
7 Lake 8 There is so much treasure everyone
8 Inland becomes murderously paranoid.
120 | Treasure Maps

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

Clue Container (d10)


Direction (d8)
1 note in a scroll case 7 etched cannon ball
2 small stone, instructions 8 burnt or carved into wood 1 north
carved underneath 9 dried blood on a skull 2 northeast
3 coconut shell 10 A potion. The drinker 3 east
4 message in a bottle “knows" the next clue, 4 southeast
5 metal plaque but toughness dr12 or 5 south
6 letter in a small box becomes poisoned. 6 southwest
7 west
8 northwest

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

Written by Jacob Hurst of Swordfish Islands


Uncharted Islands

Size (d6) Vegetation (2d6) Notable Animal


1. Tiny
2. Small
2. One single palm tree
3. Barren: rocks
Inhabitants
3. Medium 4. Swampy grasslands (2d6)
4. Large 5. Thorny scrub
2. Sharks. So many sharks.
5. Large 6. Sand and meadows
3. Glowing jellyfish swarms
6. Huge 7. Fertile grasslands
4. Monkeys
8. Fertile grasslands
5. Fist sized orange beetles
9. Fields and woods
Terrain (2d6) 10. Small pine forests
6. Sleek black seals
7. Nothing to write home about
2. An atoll 11. Forests and meadows
8. Pigs and boars (large)
3. It's two islands 12. Rainforest
9. Dog-sized lizards
4. Gentle hills 10. Large seabird colony
5. Flat with a mountainous
ridge
Prominent 11. Large flightless birds
12. Dancing jewel-colored birds
6. Mostly flat Natural Feature
7. Mostly flat Inhabitants
8. Mostly flat (2d6)
9. Flat with one prominent hill
2. Volcanic
(2d6)
10. Gentle hills 2. A witch
3. Huge sand dunes 3. Pearl divers
11. A single mountain
4. Numerous sea stacks 4. A robust but primitive city
12. Mountainous and rugged
5. Black sand beaches 5. Small primitive village
6. Lagoon 6. Recently struck camps
7. Azure water, white sand 7. Uninhabited
8. Waterfall(s) 8. Don't know, but they're all
9. Fruit trees dead
10. Mangrove forest 9. Religious adherents
11. Sea cliffs 10. Farming settlers
12. A huge skull-shaped rock 11. Military
12. A hidden pirate town
123

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

Anything here worth a


Darkness (2d6)
fortune? (2d6) 2. A kraken dwells here
2. Wealthy shipwreck survivors 3. Cultists
3. Rare poisons 4. An ancient graveyard full of ghosts
4. Oysters here make red pearls 5. A ghost ship haunts its waters
5. Buried treasure... somewhere 6. Ancient rock altar of sacrifice. Well used.
6. An excellent natural harbor. Build a town! 7. Nothing to speak of
7. Not really. Good fishing though. 8. Unspeakable monstrosities wash up on
8. Not exactly, but there's a rich trade route shore often
nearby 9. Animals that die here don't stay dead
9. Caves of bat guano 10. Zombies walk at night
10. Wild horses 11. Blood spilled here animates
11. Whale spawning grounds 12. If you eat the food or drink the water here
12. A naturally hidden, excellent harbor you can never leave.
124 | Pirate Generator

Stopping a pirate can be


dangerous to yer health...
Roll 3d12. Read these tables from A to C. Save the dice.
dice.
Table A [d12] Table B [d12] Table C [d12]
A with wielding a
1 rugged individual horrible breath pair of fists [d2]
2 shady vagabond unmatched beauty broken bottle [d2]
3 scurvy gutter worm a hook for a hand bullwhip [d4]
4 famous captain a fancy hat hook [d4]
5 escaped prisoner a makeshift pegleg rusty knife [d4]
6 wanted cutthroat barnacle covered skin evil cutlass [d6]
7 notorious privateer calico clothing ornate scimitar [d6]
8 cloaked figure filthy rags officer's rapier [d8]
9 rum-drunk goon weather-worn doublet ancient crossbow [d8]
10 horrific wretch natty hair flintlock pistol [2d4]
11 cocky explorer a pet bird musket [2d6]
12 dread pirate lord bloody bandages blunderbuss [d4/d10]

Look at the dice you rolled:


The greatest result is its morale.
The lowest result +2 is its hp.
(Double it for a mighty pirate.)
Whichever table has the highest
result determines its armor:

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

JOBS & QUESTS


HOOK d20 REQUIREMENT d6
1 Capture a prize. 1 Stay out of combat.
2 Raid a port. 2 Kill only one person.
3 Treasure hunt. 3 Kill everyone.
4 Find someone/something. 4 Make it look like someone else did it.
5 Capture, interrogate, or kill 5 Bring a hostage back alive.
someone. 6 Vital information must be obtained.
6 Establish a new safe house, base,
or hideout.
7 Sink a ship. TIME RESTRAINT d6
8 Steal an item. 1 Immediately!
9 Spy on someone. 2 Within the hour.
10 Scavenge a wreck. 3 By tonight.
11 Explore or defend a location. 4 By tomorrow.
12 Sneak into somewhere. 5 Next week.
13 Steal something. 6 This month.
14 Meet someone.
15 Establish trading or fencing
relations with someone. COMPLICATION d6
16 Free or rescue a person or group 1 It's a setup.
from a location. 2 The intel is wrong.
17 Sabotage something. 3 Another crew is already on the job.
18 Defend a location. 4 Some who's not supposed to be there is.
19 Free captives or prisoners. 5 The reward is suspiciously big.
20 Escape. 6 Everything is proceeding as planned.

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

Using This Module The Basics


The Curse at Skeleton Point is not a typical Black Coral Bay is a small tropical island
introductory adventure. It's a location with a population of around 1,500.
guide, an NPC dossier, a sandbox, a Despite the turquoise-blue waters and
dungeon crawl, and much more. It's a lush jungle vegetation, it is a dark and
loaded cannon and your players are the miserable place and has been for as long
linstock. New GMs might feel a little as anyone can remember. Thunderstorms
lost as there is a lot to do on the island and thick fog are frequent. Death and
and every group will certainly handle it violence are commonplace: people—and
differently. Don't worry. Use the module their treasure—go missing all the time.
as needed, or throw it to Davy Jones' As such, exploring is a dangerous but
Locker when your pirates inevitably set profitable pastime.
the entire island on fire! Here are some
ways to get started: Coral Town is a small, run-down port
at the mouth of the protected bay from
d If you are starting a campaign, place which the island gets its name. It's a safe
your players on the docks, having just haven for pirates (like Captain Davies,
arrived, and let them explore. Captain pg. 133), smugglers, and lowlifes. It's
Davies (pg. 133) can teach them governed by the pompous, worrisome
sailing and naval combat, the Green Governor Claude Barlette (pg. 132) who
Kraken tavern always has rumors and is secretly a necromancer.
jobs, and the Governor (pg. 132) or
Father Wallace (pg. 133) can point Skeleton Point is a small islet and
them to the castle. Searching the antiquated castle. A shipwreck is
jungle for treasure, completing jobs, impaled on one of its turrets. It is visible
and acquiring a ship should keep from nearly everywhere on the island.
them busy for a while. Hundreds of skeletons on pikes populate
the area in front of its gates. The castle
d If you want a short arc or one-shot, is unexpectedly calm and serene during
start on board a sloop with a simple the day, but at night it transforms into
naval combat, then have them meet a haunted, deadly place. No one goes
the Governor as soon as they dock. there... with the recent exception of the
Get them to the castle ASAP. Governor's daughter Veronique Barlette
(pg. 132), who is currently missing (or
d Each of the locations and NPCs are dead as far as the town is concerned).
also easily placed in your own setting. The castle is brimming with treasure and
Steal as needed! relics. The trick is escaping alive...

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.

If the players do nothing, the


What's Going On? following happens:
1. The governor raises his reward 100s
The island is cursed. At night, the castle a day until he finds a group brave
comes alive with horrifying undead enough to investigate the castle.
creatures that often roam the island,
2. Father Wallace attempts to exorcise
including The Baron (pg. 132), a skeletal
the haunted castle. He is too weak on
conquistador who, if destroyed, reforms in his own and is killed. The church falls
the catacombs of the castle at dusk. further into ruin.
*Anything that dies* on the island is 3. Davies is killed at sea during a naval
reanimated as a zombie the next sunset. skirmish with the Royal Navy. A huge
party is thrown in his honor on the
People are used to it: killing fish and
beach, after which a power vacuum
chicken a 2nd time during evening meals develops among the pirates. Captain
is a common occurrence. Everyone Davies' ghost ship becomes a serious
suspects that the rumored treasure in the problem for the surrounding waters.
castle is cursed or that "the witch in the
4. One of the many groups sent to
swamp" is responsible. In truth, Governor investigate the castle returns. The
Claude Barlette (pg. 132) is a powerful Governor learns his daughter has
necromancer who has controlled the island run away willingly. His anger swells
for over 100 years. Not even Father Wallace and he hires all the pirates to recover
(pg. 133) suspects this, though the witch her against her will.
Tela Fafane (pg. 133) might if she can be 5. The pirates storm the castle.
convinced to care. Veronique dies in the process. The
Governor's rage is unleashed and he
Recently, Veronique Barlette (pg. 132) razes the island. All who don't escape
has gone missing, and her worried father with their lives are killed, later rising
will pay a handsome reward (1000s) for as undead.
information leading to her return. She has 6. Tela Fafane, finally having had
fallen in love with the The Baron and spends enough, fights back with a horde
her time in the castle or painting landscapes of her own brand of zombies. The
around the island. She hates her father and governor is defeated and the curse is
will not return home willingly. lifted. Pirates return to the island.
132 | Npcs

CLAUDE VERONIQUE THE


BARLETTE BARLETTE BARON
THE GOVERNOR THE GOVERNOR'S DAUGHTER THE MONSTER
A short, fat aristocrat. Very worried A pale, dark, beauty, Veronique is Once a powerful conquistador, the
about his missing daughter. Terrible a talented landscape painter. Her Baron haunts an old crumbling
leader. Pretends to be bothered by work is gloomy and borders on castle, built by his family when they
the “ghost problem” but not willing expressionism. settled the island. His name is long
to do any work to fix the issue. His
academic studies led him down a She explored the castle in search forgotten to time.
dark path. Secretly a necromancer. of scenery. After weeks of sneaking By day, he is a ghostly apparition;
Over 150 years old. Conducts away to paint there, she encountered by night, a 10' tall armored skeleton.
monthly rituals to maintain the the horrid monster that is The He and his minions kill all who
curse on the Baron and the island. Baron. He nearly killed her, but her disturb the castle at night, with the
fascination with his condition saved exception of Veronique.
What Does He Seem To Want? her life. The two fell in love. Now she
d To find his daughter, Veronique. has run away to live with him, and What Does He Want?
Pays 1,000s+ for information. told no one before leaving. d Death to all intruders.
d For the curse to go away. For Veronique to be happy.
d Tax revenue.
What Does She Want? d
d To remember his past.
To marry the Baron. She won't if he If he learns about it: for the curse
What Does He Really Want? d
somehow becomes human.
d
to be lifted, and to get revenge on
d To find his daughter. d To paint his horrible portrait. its caster.
d To maintain control of the island. d To be free of her father's control.
d For no one to learn he is a d Painting supplies. Pays up to 100s.
What Is He Up To Now? (d10)
necromancer.
What Is She Up To Now? (d10) 0: Spending time with Veronique.
What Is He Up To Now? (d10) 0: Spending time with the Baron. 1-2: Patrolling the nearby jungle.
3-4: Torturing a prisoner in the
0-2: Counting taxes, overindulging, 1-3: Painting stormy clouds on the dungeon.
or sleeping in his mansion. terrace of the castle. 5-6: Training new skeletons,
3-5: About town. 4-6: Gathering natural supplies or especially with swordplay.
6-8: In meetings about his daughter. painting in the jungle. 7-8: Patrolling the castle (d20 for
9: Conducting a blood ritual in the 7-8: Wandering or reading in the current room, pg. 158).
basement of the lighthouse. castle. 9: Vacantly starring out to the ocean.
9: Sleeping in the Baron's chambers. "Who am I?"

HP 25 Morale 11 Necro-Aura -d4 HP 5 Morale 9 No Armor HP 20 Morale - Plate -d6


▶ Death Touch: d10 + Shriveling spell ▶ Teenage Insults: d2 ▶ Expert Rapier: d10
▶ Shriveling Spell: Touch drains all Her paintings are tragically ▶ Scream of Death: All who hear it
stats by 1 for d20 hours. Regain d6 HP. beautiful. Many weep after gazing at test Presence DR12 or take d6.
▶ Levitate: Fly 60' a turn them for any length of time. ▶ Cursed: If killed, he reforms at
▶ Anti-Magic: Any PC attempting dawn in the crypt.
to use a Relic or Ritual against him ▶ Incorporeal during the day.
must first test Spirit DR16.
Npcs | 133

TELA FATHER CAPTAIN


FAFANE WALLACE DAVIES
THE "WITCH" THE ABBOT THE PIRATE BOSS
Not a hag, but a kind-hearted green Old, robed, wizard of a man. Runs Captain of The Eye of Chaos (pg.
witch or priestess. Fafane lives in a the church (mass on Sunday). No 138). A sardonic, sea-worn pirate
cabin deep in the swamp. Appears to one attends; the church is broke. who runs a small but well oiled
be in her mid 20s, but wise beyond He secretly lives in a tent in Shanty smuggling operation out of the
her years. Cryptic, mysterious, Town as he is too proud to ask for caves on the west side of the island
frustrated. She sells potions and help. He does not trust “the heathen near Carcass Beach. He and his men
medicaments. Trusted by no one on witch in the swamp." He spends can be recruited, or they might try
the island; generally thought to be what money he has on rum and to rob and/or kill the PCs. Probably
involved with the cursed castle. She supplies from Davies and his men, both... being a double-crossing
is not as powerful with magic as the turning a blind eye to their origin. pirate and all.
Governor, and does not even know
he is a necromancer. What Does He Want?
What Does He Want?
To exorcise the spirits haunting
What Does She Want? d
the castle. d Profits, typically from smuggling,
d To make a modest living selling d To recruit more followers and plundering, or gambling.
her concoctions. monks to the church. d Intimate attention, preferably
d To scare the idiots in the village. d For Rupert, his altar boy, to take while drunk, but not typically in a
d Rare ingredients and antiquities. over the church someday. creepy way.
What Does She Have for Sale? What Is He Up To Now? (d10) What Is He Up To Now? (d10)
d See Death's Head Swamp, pg. 154. 0: Praying at the bridge to the 0-1: About town, surveying the
castle, warding off unprepared docks.
What Is She Up To Now? (d10) adventurers. 2-3: Counting supplies and meeting
0: Conducting a candlelight ritual. 1-4: Conducting mass or taking with pirates in the caves near
1-4: In her cabin in the swamp. confessions. Carcass Beach.
5-6: Feeding her chickens. 5-8: Reading, writing, or teaching 4-6: Carousing, holding court, or
7-8: Gathering ingredients in the Rupert in the church. playing cards in the Green Kraken or
swamp or jungle. 9: Sleeping in his tent in Shanty on board The Eye of Chaos.
9: In disguise in Coral Town's market. Town with a small fire (night only). 7: Trading with Tela Fafane.
8-9: Away at sea.

HP 15 Morale 11 Spirits -d2 HP 6 Morale 7 No Armor HP 9 Morale 9 Leather -d2


▶ Unarmed: d2 ▶ Unarmed: d2 ▶ Cutlass: d6
▶ Acid Potion: d8, thrown. Reduces ▶ Holy Prayer: heal a creature d4 ▶ Flintlock (x2): 2d4. Reload 2
armor 1 tier. ▶ Divine Summons: He can call actions.
▶ Ritual Magic: Fafane knows many down lighting on one creature.
Rituals and can cast them as needed, It loses 4d8 HP (ignore armor).
or for the right price. See Death's Limit 1/week.
Head Swamp, pg. 154.
lack
134 | Black Coral Bay

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.

2. Lighthouse pg. 140 Daytime (2d6)


In ruins. Occasionally used as a ritual 2 1 confused Deep One (pg. 100) named
site for the GOVERNOR'S (PG. 132) S'pht'Gl'Koo. He doesn't speak "human."
necromancy, or as shelter for vagrants. 3 2d12 bilge rats (pg. 86).
4 1d4 new zombies (pg. 94). They are hungry.
3. Carcass Beach pg. 142 5 d2 rabid jaguars (pg. 86) hunting for their
White sand beach composed of bone cubs.
fragments. DAVIES (PG. 125) runs a 6 The 3-headed monkey (pg. 86) that lives
smuggling operation from the sea caves. in the shipwreck on the castle (pg. 158).
7 1d6 pirates (pg. 124) looking for trouble.
4. Skeleton Point pg. 158 8 3d4 carrion gulls (pg. 87).
Old castle with a ship wrecked on one 9 CAPTAIN DAVIES (PG. 125) and d12 of his
turret. Beware of THE BARON (PG. 132). men. Moving cargo, patrolling, carousing,
Day: Calm & serene. or chasing another NPC.
Night: Haunted & horrifying. 10 TELA FAFANE (PG. 133): Gathering
ingredients for a ritual or potion.

5. The Jungle pg. 144


11 An old man named Clayborn. He lives in a
tree house and knows a lot about the island.
Dense. Filled with predators during the 12 VERONIQUE BARLETTE (PG. 132):
day (who are hungry) and undead at night Painting a landscape. She does not trust
(who are also hungry). people she does not know.
The Nameless Temple lies buried in the
brush beneath a large tree.
Nighttime (2d6)
6. Death's Head Swamp pg. 154 2 GOVERNOR BARLETTE (PG. 132) huddled
over a fire pit, mid-ritual, 2d4 sea wraiths
Always dark, muddy, and depressing. (pg. 101) circling him. He pretends he is
The rest of the island fears the "witch" under attack.
who lives here. TELA FAFANE (PG. 133) 3-4 d100 fireflies glowing pale blue.
is typically apathetic, but she can teach
ARCANE RITUALS (PG. 64) or craft 5-6 3d6 weak zombies (pg. 94). They are
starving but slow. 1 HP each.
ALCHEMY POTIONS (PG. 70) if the
price is right. Watch out for crocodiles. 7-8 2d4 skeletons (pg. 92) looking for trouble.
9-10 d4 of The Drowned (pg. 100), wandering
7. Black Coral Reef pg. 156
inland from Carcass Beach (pg. 142).
10 The 3-headed monkey (pg. 158).
Beautiful reef overrun by millions
of black crabs and glowing jellyfish. 11 THE BARON (PG. 132) "hunting" the living.
Valuable pearls found here. 12 The grim reaper. He points at a PC &
vanishes. A spot appears on their body.
7
6

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

9. The Graveyard. Hundreds of graves


Ships Docked d12
1. The Dark Diamond
and a few mausoleums, one of which has
Small, fast sloop. Smugglers: rum,
secret access to tunnels that connect to
sugar, prisoners of war.
the church. Considered unsafe at night,
2. Jade Rebellion
though the locals wait until the dead have
Strange ship from a distant land.
been killed twice before they bury them.
They are in port selling strange spices
Grave robbing might result in alerting
and telling stranger stories. They
Father Wallace (pg. 133), awakening
have chests of carved jade hidden in
undead, finding random loot, or all
the hold.
three. A good place to insert a dungeon
3. The Ranger
crawl.
Brigantine with a small but loyal
crew. The captain is batshit crazy.
Rumors 2d6 4. Mist Walker
2. When the Governor isn't caked in Tartane with two large triangle sails.
perfume he smells like bilge water. Fence vessel: they take stolen pirate
cargo and sell it in legitimate ports.
3. Strange things happen deep in the 5. The Tyrant
jungle at night: evil floating lights, An outrigger canoe with one small
chanting, roaring fires. sail. Its reputation precedes it. Its
4. Veronique is beautiful, but there is owner is very mysterious.
something off about her paintings. 6. Gilded Raven
5. Dead things don't stay dead here. Frigate. Fast. Well trained crew of
deserter marines. Black sails.
6. Stay inside at night. This island is 7. The Royal Dragon
cursed! Large, decorated fluyt stolen from a
7. The Governor's daughter is missing noble family. The figurehead can talk.
and he's paying over 1,000s for info. They are recruiting for a raid.
8. King of Spires
8. There is a 30' skeleton living in the
An old, ruined galleon. It hasn't left
castle.
the docks in years.
9. There's a treasure hoard in the 9. The Sea Bat
castle protected by the ghost of a sea Small sloop with a jet black hull.
serpent. The 4-person crew could become
10. The witch in the swamp is friends... or rivals.
responsible for the curse. 10. Storm's End
A sloop known for its old, wise
11. The lighthouse doesn't work captain with a pet owl.
anymore, but sometimes it still lights 11. Queen Isabella's Malice
up at night. Frigate. Hotshot crew nobody likes.
12. There are secret tunnels under the 12. Scorn of the West
graveyard. Very old, well maintained war vessel.
140 | The Old Lighthouse

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

4 keeper. 30 years ago, he got in an argument


with his young daughter, Famke
Famke, over a
boy. She ran away, and in a drunken rage
Cornelius smashed the lighthouse beacon
and fell to his death. He longs to make
amends.
Famke, a recent widow, lives in Coral Town
Famke
and makes a living as a sailmaker.
Tip: place her on another island as part of a
Tip
longer side quest.
The lighthouse is condemned. Homeless

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

d At night: the ghost of the lighthouse d d4 Scavenging Seagulls (pg. 98


98)).They
keeper (use ghost crew,
crew, pg. 96) haunts attempt to steal anything metal.
the lighthouse. He does not like visitors. ⮧ Broken wood stairs to Mid Tower [3].
The lighthouse keeper smashed
1 Keeper's Quarters the beacon in a fit of rage when his
daughter ran away.
Unused in years. Dust covers
everything. Fireplace, dinner table,
2 beds (1 recently used and smelly), 5 Cellar
kitchen (ruined utensils). Cellar door (locked). Crates, barrels,
• Cast iron stove: resting against the wall, a jars. Signs of recent use.
chimney vents to the exterior. Inside:
• Cage
Cage: recently used, pools of blood.
» a purple crystal (150s) and a bag with 37
silver. ⮚ Rocky passage (hidden behind bookcase)
presence dr12 to notice.
⮥ Steps lead to the cellar door and outside.
d d2 Bilge Rats (pg. 86)..
⮘ Steps lead into the Lower Tower [2].
While the lighthouse is mostly
abandoned beyond the occasional
2 Lower Tower vagrant, the ritual chamber in
The tower looms overhead (moss- the cellar is often accessed by the
covered stone, rotten wood, cobwebs). Governor.
A journal sits on an old wooden desk.
⮚ Steps to the Keeper's Quarters [1]. At night, there is a 1-in-10 chance The
⮥ Creaky wooden stairs lead up the lighthouse Governor ( pg. 132) arrives. He is
tower [3]. startled to see others here, but plays dumb.
⮛ Wooden Door:
Door rotting, leads outside.
journal It tells the sad tale of a
Read the journal:
lighthouse keeper and his estranged
6 Ritual Chamber
daughter. They quarreled over money Carved from the bedrock.
(see opposite page). • Candles:
Candles 8, black wax, partially used,
surrounding a sigil.
3 Mid Tower • Sigil
Sigil: carved into the rock, covered in
dried blood.
Small landing (open to ground floor), ⮘ Stone passage to the Cellar [5].
windows overlooking the sea. Cast a ritual here at night:
night Add +5 to the roll.
• Old chair:
chair wooden, dusty, facing the sea. Automatically pass if human blood is
» Sit in it:
it The spirit of a little girl used in the ritual. Works once per night.
night
screams into your soul. The name
d Fail
Fail:: a shadow in the shape of the
“Famke" enters your mind. caster appears (don't roll a Mishap):
⮥ Broken wood stairs to Upper Tower [4].
⮧ Creaky wood stairs to Lower Tower [2]. Shadow Demon
It will never stop hunting its maker.
HP 15 Morale - Immaterial -d4
4 Upper Tower ▶Claws d8 ▶Screech d10 (2-in-6 chance)
Balcony (striking
( views: horizon, Coral
Town, jungle, the castle). Strong sea At night, there is a 1-in-10 chance The
breeze (cold, smells of brine and decay). Governor ( pg. 132) is here conducting a
• Beacon:
Beacon glass, broken (shards ritual.
everywhere).
» Investigate: The beacon seems to have
been smashed with a hammer.
142 | Carcass Beach

CARCASS BEACH

7 5
4
6 3

1
2
Carcass Beach | 143

A bone-covered beach with


naturally guarded sea caves.
Home to a pirate smuggling operation
3 The Store Room
Assorted cargo from recent prizes: munitions,
run by Captain Davies (pg. 133). crates, barrels, chests. Hammocks, personal
effects, passed-out pirates.
1 The Beach 4 Rocky Passage
Covered with bones of humans, whales, and Nothing of note, beyond some fresh masonry.
fish. Pirates on shore leave live in a small,
raucous shanty town, and cooking fires burn What's going on here: Pirates found guilty
constantly. of breaking The Code of the Brethren are
buried alive in the walls.
The bow half of the wreck of the Cagafuego
is washed up on the shore.
What's going on here: The secluded nature
5 Cenote
of the beach keeps out most of the undead, A dark pool of still water. The pirates don't
but a night watch guards against The go here, even though shiny, silvery treasure
Drowned (pg. 100), who occasionally can be see at the bottom.
wonder in from the sea. What's going on here: It leads to an
underground network of cenote sea caves that
2 Bow of the Cagafuego connects to Black Coral Reef (pg. 156) and
the Underground Lake (pg. 152).
Originally known as Nuestra Señora de la
Concepción, “The Fireshitter" is the most
famous prize taken by the legendary Sir
6 The Meeting Hall
Francis Drake. Its bow rests here in ruin. A table made from driftwood fills the room.
Littered with tankards, weapons, dishes,
What's going on here: Every full moon,
scraps of food, and miscellaneous cargo.
the ghost of Sir Francis Drake materializes
and “holds court" inside the wreck. Pirates
gather and listen to his war stories; it is like
7 Captain's Quarters
church to them. Captain Davies's living chamber. Fancy
furniture, some treasure locked in chests.

3d6 What's Happening Now?


3 A Spanish treasure galleon has wrecked near Florida. Everyone is scrambling to set sail.
4 3d6 Deep Ones, d4 Gorilla Crabs, and a Deep One Shaman are in a standoff with the pirates.
5 A pirate has betrayed the code. A tribunal is being held, Captain Davies presides.
6 The caves are deserted.
7 Things are calm and peaceful. Several pirates are fishing, others are passed out on the beach.
8 A mob of 2d4 The Drowned (pg. 100) have wandered into the caves.
9 The pirates are fighting amongst themselves.
10 The pirates are drunk.
11 Davies is recruiting crew for smuggling and pirating missions.
12 A merchantman loaded with fresh food has been captured. A huge feast is happening soon.
13 Pirates are preoccupied: several courtesans from the Treasured Chest( pg. 138) are visiting.
14 The musical group “Ship of Fools" are performing [tonight/soon/now]. See pg. 154.
15 The ghost of Sir Francis Drake should appear tonight in the wreck of the Cagafuego.
16 Nervous energy: The Brethren are meeting in Nassau to plan a massive raid in d12 days.
17 Scuttles, a younger pirate, has gone missing. He was last seen by the cenote (5).
18 Pirate hunters are attacking. Blood is everywhere.
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 height 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
of planks and rope ladders lead to a tree house built from
4 Dark Fauna: Terrestrial (pg. 86)
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.
He can be rude, and talks to an invisible friend named “Clancy.”
7 Dark Fauna: Avian (pg. 87)
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
tangle of thick roots. Hundreds of plump banyans hang from its
10 small undead animals branches. Nearby, a lone palm sways in the wind.
11 a terrified pirate, fleeing What's going on here? The banyan tree is non-indigenous. Its
12 dangerous jungle mammals roots conceal the sinkhole that leads into the Nameless Temple.
Near the palm is a pile of rocks, the remains of an old well that
13 jungle birds, singing leads into the temple and eventually the underground lake.
14 Veronique (pg. 132), painting Cultists Glow (Night)
15 Pedro (pg. 147) & d8 riflemen A green glow seeps through the brush, and the distant sound of
16 Xoth (pg. 147), stalking chanting seems to creep through the jungle like mist.
17 Catherwood (pg. 147), searching 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,
18 Clayborn, annoyed and curious
teleporting them to the sanctum 50’ underground. Occasionally,
19 Beatrice (pg. 147) and d4+1 crew Xoth (pg. 147) sneak out of these portals and stalks the jungle.
20 Clementius (pg. 147), 23 followers
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
• But 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 all together, 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 mention in his
• To find her lover, Mélanie, again. • Glory in the eyes of the Church. 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) Why is he doing now? (d6)
1 Her crew have tracked the PCs 1 He's a captive in the dungeon. 1 Mending a sprained angle 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 it 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
Tests Spirit dr14 or lose d8 HP d Claws/bite d8 d Tentacle (x4) d6 d Bite 3d6
(he 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, 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 #2.He 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.
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 (deals +1 damage),
3. STORAGE CHAMBER and 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.
150 | Sanctum of Nameless Blood

Sanctum of Nameless Blood


An ancient subterranean temple. Abandoned 4. ENCAMPMENT
for hundreds of years until discovered by The Bed rolls (7), campfire, cooking supplies, small wood
Wretched. Their cultists enter and exit via a portal chests, wooden door (north), wooden door (south).
ritual which teleports them to and from the top of
the ziggurat (#10). Nightly, they bring in human d d6 cultists (HP 3, Morale 7, Dagger d4) camp here.
One carries the key to #5.
sacrifices and bleed them to death on the Omega
Stone (#11) in hopes The Nameless One (pg. ▶ In one chest: Mermaid Scales (pg. 62) and a Call of
147) below will regain enough power to unleash the Sea scroll (pg. 65, single use, no roll required).
its horror on the world. They have never tried to
open the door (F)... 5. DUNGEON
d8 Prisoners (various states of health, all gagged with
ACCESS POINTS rags), manacles, masonry walls (loose blocks in the
northwest corner), stone door (north, covered with
D. Round door: up to the Shrine (pg. 148). glyphs), wooden door (east, locked).
E. Mine tunnel: out to caves, then the jungle. The prisoners must remain "nameless": they are gagged
F. The Omega Stone: down to the lake (pg. 152). so cultists do not accidentally learn their names.

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

11. OMEGA CHAMBER


8. CEREMONIAL HALL Natural cave (75' tall), 12 obsidian columns (75' tall,
carved with different gods), the Omega Stone (25' wide
Skeleton statue (carved from obsidian, holding a long
disk of solid gold, symbol of skull sticking out tongue),
spear, right hand extended with open palm), alcoves (4
recessed channels (12, one for each column, caked with
sets of 3, filled with clay jars), ascending steps (north),
dried blood), stone steps (up and north, leading to the
descending steps (10' down, east), descending steps
tunnel, bordered with decorative carvings of 12 gods).
(1o' down, west), cave opening (south, 30' tall, cool
draft, natural formation, stalactites), stone-carved ▶ 25% chance The Wretched are here: 12 cultists (one
steps (south, down 150' through cave's opening). of which is a priest or Clementius, pg. 147)and 12
▶ In the jars: the ashes of cremated sacrificial victims. prisoners conducting a sacrificial ritual. They drip
blood from the 12 channels down to the Omega Stone
d4 count as ASH (pg. 10).
(then down into the lake). See below for their stats.
▶ Place an offering on the statue's hand: randomly
▶ Move the Omega Stone: 2 or more PCs must each
swap two of the character's ability scores. Effect lasts
test Strength DR16 (-4 for each additional PC past
for d8 hours, and only works once per character per day.
2). Everyone pushing must succeed for it to move,
and each PC may only test again after resting for 10
9. BLOOD POOL minutes. Below: darkest, foul stench, dripping water.
Unsettling aura (ominous, cold, pitch black), pool
of fresh blood (15' wide, dripping from ceiling), skull d6 ENCOUNTERS
carvings (one on each wall, relief carved from rock),
steps (up 10', east). 1 Trained guard dogs.(HP 7, Morale 6, Bite d6).
Mangy, starving. Role reactions for each, pg. 32.
The Xoth's (pg. 147) hive is here, attached to the
ceiling. It is a grotesque amalgamation of bones, flesh, 2 Selena, a frantic prisoner in shock. Bloody and
and scraps of wood. filthy. She is carrying an arm.
3 A pile of bloody body parts (leftovers from
10. ZIGGURAT CHAMBER Xoth's, pg. 147 most recent meal).
Ziggurat (stone, 3 levels, 20' x 20' base), weird air 4 d4 cultists (HP 3, Morale 7, Dagger d4) and a
(crackling, ozone smell), decorative head carvings (on
all walls), stairs (up 10', west), door (north, to stairs up).
priest (HP 8, Morale 9, Dark hex spell d8, 50').
The cultists use a ritual that opens a green portal, 5 Clementius (pg. 147), on his way to #11.
connecting the top level of the ziggurat with the jungle 6 Xoth, pg. 147 , crawling the walls and
~50' above. At night they bring new gagged victims. ceilings, hunting for food.
152 | The Lake of the Nameless One

The Lake of the Nameless One


A vast underground lake connected to other parts 5. THE ISLAND
of the island via a network of cenote caves. This 30’ wide, stalagmites (huge, over a dozen, one 15’ tall),
is the prison for the Nameless One (pg. 147). steps up (carved from rock), landing area (flat, two
It nests and spawns in a cavern deep under the rusting iron manacles bolted to the ground), carved
lake's surface. The water has a healing effect. runes & glyphs.
▶ Read runes: Test Presence DR14. Topics: an
ACCESS POINTS extraterrestrial calendar, blood & sacrifice, the
H. Omega Stone: up to the Temple (pg. 150). changing of the seasons, lunar eclipse, the sea, a portal
to the underworld, a nameless god.
I. Cenote tunnels: to Carcass Beach (pg. 142)
and Black Coral Reef (pg. 156). 6. THE LAKE
Vast, black, eerie, still, quiet, brackish, stale.
THROUGHOUT THE LAKE
• Dark, cold, damp, earthy, still, quiet. 7. THE WRECK
• Stalactites and stalagmites, fallen rocks.
Spanish galleon (at the bottom of the lake, split in half,
▶ Disturbing the surface of the water: 1-in-20 over 100 years old, how it got here is a total mystery),
chance the Nameless One awakens. Increase cargo (floating, ruined), d4 bodies (floating, bloated).
the odds by 1 after each roll. Double it if
someone falls in. d d4 The Drowned (pg. 100) lurk in the wreck.
They float silently among the cargo, but attack if
▶ Drink the water: heal d4 HP. Limit once/hour.
disturbed.
1. LEDGE, SCAFFOLD, STEPS ▶ In the cargo hold: A golden statue (10' tall, 700 lbs,
Ledge (easy to jump to, extremely difficult to climb Mesoan origin, a god raising its hands to the sun).
back up without a rope), hanging wood planks (3 ▶ Touch the statue. Test Spirit dr12:
in total, hanging from stalactites via rotting ropes), Pass: Permanently improve one random
steps around cave wall (some natural, some carved, ability by +2. Fail: Roll a Mystical Mishap
descending 100' to #2). (pg. 66).
▶ Jump to a plank: Agility DR6 or fall 100' into the water
(see above if someone falls).

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

8. CAVERN LAIR d6 ENCOUNTERS


100' underwater, crystals (pulsing purple from in the 1 Accursed, maddening silence.
rock, 2d20 chunks worth 100s each), glowing spheres
(d100 weird egg sacks, translucent, faint green glow, 2 A drop of water falls, rippling the lake's surface.
unfathomable abominations grow within). 3 "An icy, terrifying chill washes over you."
If not yet awakened, the Nameless One (pg. 147)
4 d8 swarms of bats (HP 1, Morale 5, Bite 1).
rests here in deep slumber.
They swarm then flee via H.
9. CENOTE ENTRANCE 5 d2 eldritch eels (pg. 88) disturb the lake's
surface, appearing like glossy tentacles.
Mouth-shaped cave (10' x 20', sharp "teeth", too small
for the Nameless One), underwater (50' down). 6 The Nameless One (pg. 147) awakens. All
will end soon.
10. CENOTE
Underwater, endless network of caves (leading to
Carcass Beach, pg. 142 and The Reef, pg. 156).
▶ Air pockets: near the ceiling of the cave provide air
every 75' or so.
d d6 Eldritch Eels (pg. 88) hunt the caves for
living creatures.
154 | Death's Head Swamp

Death's Head Swamp


Feared by the locals. Infested with bugs, snakes, crocodiles, crows, bullfrogs, and—
worst of all—broke musicians. Tela Fafane (pg. 133) lives here in a cabin built on
four twisted trees. She is rumored to be an old, malodorous, nefarious hag.
She is, in fact, a young, pleasant, talented alchemist and arcanist. She just hates
(most) people.

d10 Encounters d6 Rumors


1. Fat, twisted trees. Spanish moss hangs 1. "A cannibalistic witch
from every branch. Their bark and knots lives in a hut deep in the
resemble faces;; they sing in the dreams swamp."
of anyone that sleeps nearby. 2. "A group of nomadic
2. Bubbling, putrid bog, flanked with tall musicians have a
reeds. Mud-caked fallen tree trunks camp setup in the swamp. They
(and zombies) drift slowly by. aren’t great singers, but their jaunty,
improvisational style is great for
3. 4’ wide water lilies. Large frogs feast dancing."
on a myriad of colorful dragonflies. Their
croaks are so loud it’s hard to think. 3. "A beautiful Nymph
wanders the reeds at
4. A troop of red and yellow mushrooms night."
crowd the northern sides of several dead
trees. They emit poisonous spore clouds 4. "A 30’ man-eating
when touched, but taste incredible and crocodile lives near
provide a temporary +1 to toughness. an old boat. "

5. Abandoned campsite. Moss and lichen 5. "There are fist-sized


cover everything, including a skeleton. insects that eat eyes."
Near its pelvis is an aquamarine crystal
6. "There is a red and
the size of a cannonball. It hums in
yellow flower that
moonlight.
grows outside caves. It
6. Water-logged remains of a large boat. has powerful medicinal
Searching it reveals a rusty knife and effects."
a map. A dire crocodile (pg. 86)
sunbathes here when the weather is clear.
7. 2d10 human skulls, suspended from Tela's Cabin
thick vines. A red candle burns inside
Outside: rickety, rotting, moss covered,
each cranium. They lead to a stone altar
suspended on several dead and twisted
rising from the muck.
trees, small jetty.
8. d10 effigies made from animal bones,
Inside: warm, fragrant, flowers, herbs, lit
feathers, and twine. Investigation reveals
candles, jars and vials, fireplace, 12' round
they form a ½ mile perimeter around
table, animals skulls, feathers, bottles and
Tela’s Cabin. (They keep the undead out.)
trinkets hanging from the ceiling (wolf's
9. Strange, atmospheric orbs of light. They blood, bat wings, ground newt, blowfish
bob through the air like fishing lures on poison, several types of rum and whiskey), a
a still pond. cauldron, human skulls.
10. A jury-rigged wooden spike fence In one room: a small herb greenhouse, a
surrounding several muddy, colorful tents. chicken coop.
A group of eccentric musicians known
In the closet: glowing skeleton bones.
as “The Ship of Fools” camp here.
Death's Head Swamp | 155

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.

Relics (pg. 62) Potions* (pg. 70)


25s undead bird 50s love potion (lasts 1 day)
50s will-o’-the-wisp lantern 1000s love potion (permanent)
75s mummified monkey head 50s healing potion (injection, heal d6)
40s paralysis (ingestion, DR10, d8 hours)
Rituals (pg. 64) 100s random potion
50s Divination (per question, 1st one is free) 25s identify the effect of a potion
1000s Return From The Locker
150s Weathercraft *Potions are 50% off if the buyer provides a
x10 Learn one of the above (3 day course) needed ingredient (roll or pick on pg. 70).
156 | Black Coral Reef

Black
Coral
1

Reef 1 square = 100 feet


his vibrant habitat of coral
T and aquatic life appears
black as soot due to the millions
of black coral crabs (pg.
102) that swarm its surface.
Countless prospectors have won 2
fortunes—and lost their lives—
diving for giant pearls that
grow in 3' wide darkpoint
oysters, which can fetch
anywhere from 500s to 5,000s
on the open market.
acid jellyfish (pg. 88),
harmless in small quantities,
are common inhabitants... but
it is often said that “once you've
seen one, it's already too late."

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

T his seaside fortress was built by The


Baron (pg. 132) over a century ago.
Now, he haunts this castle, bound by Claude
5 GALLEON. A ship from a bygone age.
Barely suspended from the turret's roof.
It washed up here during an preternatural
Barlette's Curse (pg. 132). hurricane.
During the day the castle is quiet, sunlit, • Cargo: Crates and barrels filled with
overgrown, peaceful, and picturesque. The random cargo (use pg. 115).
Baron appears as a spectral ghost, observing • Treasure: in one compartment are d6
intruders or watching Veronique (pg. 132). large chests of silver and gemstone worth
At night: damp, pitch black, cold, rat 500s each.
infested, and absolutely terrifying. The Baron d Unstable: Uneven weight distribution
transforms into a 10' armored skeleton. (removing cargo haphazardly, too many
1 PORTCULLIS & COURTYARD. Dozens people in one end) shifts and eventually
of corpses and skeletons impaled on pikes. topples the wreck.
• One skeleton has random loot (end papers). ⮥ Ladder to deck & Captain's cabin [6].
d At Night d4 skeletons come to life and ⮧ Hole in hull to top of Rookery [4].
attack anyone nearby. Their bodies are
6 CAPTAIN'S CABIN. Fine woodwork and
restrained on the spikes. textiles, all ruined from weather. Smells
⮙ Portcullis is open and rusted in place. like a monkey cage.
• Paper & Cargo: scattered, useless.
2 FOYER. Opulent. Old. Dusty with a few
recent footprints. d Three-Headed Monkey, pg. 86: Lives
• Landscape Painting: of a stormy mountain here. Hates idiots. Jumps around when mad.
• Locked chest: hidden by the monkey,
range. Beautiful and haunting. Painted by
Veronique (pg. 132). Worth 500s. contains d4 relics (pg. 62) and 250s.
⮧ Ladder to Galleon [5].
⮥ Elaborate double staircase to Dining hall [3].
⮥ Crooked stairwell to Rookery [4]. 7 LIBRARY. Filled with ancient books from
⮙ Passage to Kitchen [11]. the Baron's collection.
⮛ Portcullis is open and rusted in place. d Cursed: Spending time or reading here
3 DINING HALL. Long dining table and causes time dilation, and day shifts to
chairs. Dust on everything. Suits of armor. dusk in a matter of moments.
• Floor to ceiling stained glass windows: • Books: A Sudden Flood, several old famous
Some broken. Colorful, depicting flowers plays, Wartime Apothecary, Principia Oceanus,
and nature scenes. Of Gold and Blood, Republic of Water, Field
Guide to Jungle Exploration.
⮧ Double staircase to Foyer [2].
⮚ Servant's passage down to Kitchen [11]. » Searching the library (Presence DR14)
⮥ Stairwell to Library [7]. reveals an occult section. One PC can
test Presence DR12 to learn a random
4 ROOKERY. d100 bird cages hang from the ritual (pg. 64).
rafters of a conical roof. » Secret Passage: The book Republic of
d d12 Rooks: Large black birds (use Carrion Water is the lever. It leads to a staircase
Gulls, pg. 87) nest here. They don't like down to the Dungeon [19].
to be disturbed, but love fish. • Fireplace: Large, stone, used recently.
⮥ Gaping Hole in Ceiling: Leads to the ⮥ Stone Stairs to Baron's Chambers [8].
Galleon [5]. Climb (strength dr14 or fall: ⮥ Wooden Stairs to Laboratory [10].
test toughness dr12 or take d8 damage) ⮧ Stairwell to Dining Hall [3].
or use the ladder from the Storage
Chamber [16] or from up in the Galleon [5].
⮧ Stairwell to Dining Hall [3] and Foyer [2].
Skeleton Point | 159

8 THE BARON'S CHAMBERS. An old bed d10 RANDOM ENCOUNTERS (DAY)


(used recently), large candle chandelier. 1-in-6 chance of an encounter in each room.
• Writing Desk. Piles of charcoal sketches
depicting a gruesome skeletal figure. 1 The corpse of a once-famous pirate. He
has loot and an invisible ink treasure map.
» In a drawer: a large iron key that
unlocks the Treasure Vault (15). 2 A grove of carnivorous plants (pg. 90).
• Veronique sleeps here at night. She plans 3 d100 bilge rats (pg. 86) chewing on
her paintings at the desk. something disgusting.
» If she is here, she is mostly likely 4-6 The Baron (Ghost).. Sad, haunting, cold.
irritated at being disturbed. "No matter,
the Baron will be here soon." 7 3 Rooks (use carrion gulls,, pg. 87).
• Marble Bust of a middle aged man with a They are curious, stupid, and fat.
ruff around his neck. 8 The Three-Headed Monkey (see 6.
» Secret vault: Tilting the bust opens a Captain's Cabin). He is hungry.
hidden vault. presence or agility dr16 9 A crew of d10 pirates looking for treasure.
to unlock. Contain 500s in coins and
10 Veronique, irritated at the intrusion.
gemstone plus d2 Relics (pg. 62).
⮥ Stone stairs to the Studio [9].
⮧ Stone stairs to the Library [7].
9 STUDIO. Small art studio crammed into
the turret. 9
• Painting supplies.
• Cadaverous Lust,
Lust an oil landscape painting
of a vicious hurricane overtaking an
island. Painted by Veronique. Worth at 6 5 10
least 600s.
• Half finished oil painting of the island.
Somber and hauntingly beautiful.
8
⮙ Balcony that overlooks the island and sea.
Wooden easel.
» If Veronique is here she is painting in a
trance-like state. 4
⮧ Stone stairs to Baron's Chambers [8].
7
10 LABORATORY. Filled with bottles, vials, 3
alembics, and books. Caked in dust. An old
leather tome rests on a table.
• Potions cover the dusty 2 11 12
shelves. d6 of them are usable 1
(see Alchemy, pg. 70). 13
d Open the book: Test spirit
dr12 or -1 to all stats for 24 15 14
hours. It contains 1 random 16
Ritual (pg. 64) decipherable
18 17
by anyone who passes.
⮧ Wooden Stairs to Library [7].

19 20
160 | Skeleton Point

11 KITCHEN. Fireplace, cauldron, wooden 15 TREASURE VAULT. Antiquities hoarded


stools, barrels, baskets, pots and pans, from all over the Dark Caribbean.
jars, dishware. • Silver pieces of eight: 3d6 x 1,000.
• Dead explorers: on the ground are 4 dead • Gold doubloons: 2d8 x 10 (worth 16s each).
explorers, recently killed. 3 appeared to • Artifacts: d10, priceless, d2 of which are
have been stabbed to death with a fine random Ancient Relics (pg. 62).
blade, the 4th is missing a head. • Archaic tome: bound in human skin. One
» In one barrel: hundreds of maggots PC can study it overnight to learn 1 Arcane
feasting on a severed head. Ritual (pg. 64), after which it erupts into
⮙ Passageway to Butler's Chambers [12]. black flames and is destroyed.
⮥ Servant's passage to Dining Hall [3]. ⮙ Vault door to the stairwell.
⮧ Stone stairwell to the Locked Door [14]
and the Storage Chamber [16]. 16 STORAGE CHAMBER. Debris (ruined
boxes, muck, rotting bags of food), old
12 BUTLER'S CHAMBERS. Bed, desk (old, cargo (in old crates and barrels, use pg.
poorly made). 115), ladder (wood, strong, 20' tall).
• On the desk: an old journal. In Spanish, it ⮥ Stairs to Kitchen [11].
recounts the mundane day-to-day of a 16th ⮧ Stairs to Crypt [17].
century castle staff. The last page is caked
in dried blood. 17 CRYPT. Carved from rock, dirt floor, rank,
⮚ Doorway to Servant's Quarters [13]. moldy, graves: 17, dirt graves, coffins,
⮛ Passageway to Kitchen [11]. & sarcophagi (rotting, scratch marks,
cobwebs, dust).
13 SERVANT'S QUARTERS. Beds (10, • Marble statue: 10' tall, expertly crafted, of
stuffed with hay, moldy sheets and
a conquistador pointing to the horizon.
blankets), 4 sea chests (all empty), a
broom, some rope, empty tankards. » Search the graves: a total of 3d6 x 100
silver can be found. Finding more than
• Hiding under the covers of one bed: a half awakens a Sea Wraith (pg. 101).
starving, terrified treasure hunter named d All undead in the castle (besides The
Sofia Baudin. 4 of her companions were Baron) cluster here during the day.
murdered by The Baron. She fled and hid
here before she could see what happened ⮛ Mausoleum [18], ominous and black,
clouds the corner of the crypt .
to her other companions.
» Search the beds: one has a random ⮥ Stairs to Storage Chamber [16].
treasure map (pg. 119), roll on the Loot
18 MAUSOLEUM. 8' x 8' stone burial
the Body table (pg. 3) for others.
room with a door (cast-bronze patina)
⮘ Doorway to Butler's Chambers [12] depicting a family crest (a lion eating a
14 LOCKED DOOR. Iron Door (2' thick, dragon). Sarcophagus (pure iron, Spanish
rusting, still strong, keyhole). The key is in inscriptions of a lost family history).
the desk in the Baron's Chambers (8). • Open sarcophagus: Inside are the bones of
» Pick the lock: takes one hour and requires The Baron, a gold morion, gold conquistador
a successful agility DR20 test. Check for plate, a finely crafted rapier, and two gold
random encounters every hour. doubloons (resting on the eyes of the skull).
⮛ Vault door to Treasure Vault [15].
Note: the bones found in the "monster"
version of The Baron are simulacrum and
⮥ Stone stairwell to Kitchen [11] and Storage not bound to these bones.
Chamber [16].
d If The Baron is reduced to 0 HP (and the
curse has not been lifted): he respawns
here at sunset.
⮙ The rest of the crypt[17].
Skeleton Point | 161

19 DUNGEON. A medieval torture chamber d10 RANDOM ENCOUNTERS (NIGHT)


with 8 holding cells. The Rack, Iron 1-in-6 chance of an encounter in each room.
Maiden, Heretic's Fork, a rat cage, chains,
ropes, saws, prongs, manacles. A set of 1 The ghost of a once-famous pirate. He
dice with weird symbols rest on a table. knows the trick to revealing the map on
• High tide: 50% chance this area is his corpse (use the table on pg. 119).
underwater with the tide. 2-4 d6 Skeletons (pg. 92).. Mindless, fast,
• Prisoners: There are d6 captives here terrifying. Only 1 HP each.
(up to their noses or drowned if at high 5-6 3 Ghost Crew (pg. 96) trying to be scary,
tide), each strapped into a different device looking for a fight, stench of death.
or in a cell. They are terror-struck, but
fear Veronique more than the undead. 7-8 The Baron (Skeleton).. Furious, hostile.
They paint her as a masochist, but in fact With him are d4 ghostly fossil sharks (pg.
she absorbs their pain to counteract her 89).. They swim around as if underwater.
depression and inject feeling back into her 9 d10 pirate corpses,, savagely murdered.
work. 10 Veronique, dressed in black nightclothes,
d Tripwire: Triggers sleep darts from holes terrified of the intrusion.
in the wall. Presence DR12 to spot, Agility
DR16 to dodge.
d Deep Ones: A small band of d6 Deep Ones
(pg. 100) run a small gambling operation
out of the dungeon at high tide. They 9
will attack intruders on sight, but can be
convinced into a game of Srt'kul'star'rok—
a game not dissimilar from Liar's Dice.
⮚ Carved passage to Secret Cave [20]. 6 5 10
⮥ Stairs to the secret passage in Library [7].
20 SECRET CAVE. Natural tunnel that 8
leads to the sea. 50% chance this area is
underwater with the tide.
• Rowboat: With oars, fits 2 comfortably.
d Eldritch Eels: At hide tide, 4d10 Eldritch 4
eels (pg. 88) swarm here, hunting for 7
food. They make the water glow pale blue,
and they can't see well in the tunnel: they 3
can be avoided each round with an agility
DR12 test (doesn't count as an action).
2 11 12
⮙ Wood door: Disguised as a 1
rock from the outside. Doesn't
keep out the tide. Leads to the 13
exterior and the sea.
⮛ Carved Passage to Dungeon 15 14
[19] and the secret passage to 16
the Library [7].
18 17

19 20
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 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

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, 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, d4
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, d4 Weapon Beak, 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 Rope Monkey" 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 • 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
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 DR12 WEIGH ANCHOR Ship is no longer anchored.
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 or 8 Magazine Explosion. Instant death to all aboard.
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 tests Infection No healing from
reduce armor one tier.
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) D4: 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 978-91-89143-80-7
FLFFLW18

9 789189 143807
©2022 Limithron LLC
Generally suitable for ages 16 and up.

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