Pirates Adventure Pack
Pirates Adventure Pack
Setting Information
- The world is ruled by tide and cannon — a storm-wracked sea of blood, gold, and betrayal where every ship sails on superstition as much as sailcloth.
- The age is the twilight of empire — the late 1600s to early 1700s — when crowns send fleets they cannot control and laws are more rumor than rule.
- The setting is the Caribbean, where jungle-choked islands rise from sapphire waters, forts crumble under the sun, and every cove might hide a rogue fleet or buried sin.
- Power is fractured and volatile — Spanish galleons patrol the trade lanes, English governors whisper to smugglers, and pirate captains carve empires from coral and gunpowder.
- Justice is a matter of aim and timing — courts are bought, navies are stretched thin, and gallows swing heavy with names no one remembers.
- Culture is wild and layered — tongues clash on every dock, drums echo in sugarcane fields, and stolen gods are prayed to under false names.
- Gold is the hunger that drives it all — chests of coin, crates of rum, charts marked with cursed Xs — enough to make a sailor king, or sink him screaming.
- The sea is freedom, but it keeps no promises — only the bold, the cruel, and the damned rise with the tide.
Character Traits
Concepts
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Weathered Captain | Vengeful Buccaneer | Treasure Hunter | Escaped Convict | Rogue Privateer | Drunken Navigator |
| 2 | Exiled Noble | Cunning Cook | Runaway Shipwright | Hardened Gunner | Smiling Smuggler | Sharp-Tongued Barkeep |
| 3 | Reluctant Mutineer | Survivor of Shipwreck | Greedy Deckhand | Obsessive Cartographer | Freed Bondsman | Cold-Eyed Lookout |
| 4 | Former Officer | Quartermaster in Hiding | Duel-Happy Swashbuckler | Bankrupt Merchant | Powder Monkey Veteran | Grizzled Harpooner |
| 5 | Island-Trader Scout | Scarred Surgeon | Gambling Addict | Defrocked Missionary | Streetwise Orphan | Cross-Dressed Stowaway |
| 6 | Seasoned Pilot | Silver-Tongued Rogue | Hothead Gunrunner | Scarred Boatswain | Cocky Recruit | Veteran Boatswain |
Skills
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ropework Mastery | Pistol Accuracy | Commanding Voice | Celestial Navigation | Fast Reload | Dice Hustling |
| 2 | Silent Movement | Knife Throwing | Swordsmanship | Reading Charts | Hide in Plain Sight | Storm Sailing |
| 3 | Cannon Handling | Ship Tactics | Quick Reflexes | Intimidation | Wilderness Survival | Contraband Concealment |
| 4 | Map Copying | Multilingual | Bartering | Heavy Lifting | Bluffing | Rig Climbing |
| 5 | Sharp Eyes | Rig Repair | Fire Starting | Load Balancing | Fast Talking | Silent Signaling |
| 6 | Hold Breath Long | Steady Hand | Sea Shanty Leadership | Improvised Weapons | Spot a Traitor | Hull Patching |
Frailties
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Hunted by the Navy | Seasick in Storms | Haunted by the Past | Ill Reputation | Broken Ribs | Too Trusting |
| 2 | Drunk on Duty | Guilt-Ridden | Crippling Debt | Poor Swimmer | Old Grudge | Disobeys Orders |
| 3 | Missing Fingers | Loud Sleeper | Temper Problem | Illiterate | Known Braggart | Limp from Old Wound |
| 4 | Fears Firearms | Wanted in Port | Known Cheat | Questionable Loyalty | Reeks of Rum | Speaks Out of Turn |
| 5 | Easily Distracted | Heavy Gambler | Prone to Brawls | Voice Carries Too Far | Trouble Holding Tongue | Overconfident |
| 6 | Bitter Toward Officers | Jealous of Others | Unreliable Memory | Prone to Sunstroke | Fears Enclosed Spaces | Weak Stomach |
Gear
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Rusty Cutlass | Flintlock Pistol | Hand-Drawn Map | Locked Chest (no key) | Well-Oiled Compass | Set of Dice |
| 2 | Bottle of Strong Rum | Set of Cooking Knives | Waterproof Satchel | Engraved Spyglass | Faded Letter from Home | Deck of Playing Cards |
| 3 | Belt with Hidden Knife | Toolkit for Ship Repairs | Ink & Charts | Heavy Leather Boots | Lockpicks | False Documents |
| 4 | Signal Whistle | Barrel of Powder | Rope & Grapple Hook | Pocket Notebook | Engraved Locket | Sharpening Stone |
| 5 | Smuggler’s Satchel | Brass Telescope | Pocket Telescope | Merchant’s Ledger | Custom Gunpowder Horn | Dented Tin Mug |
| 6 | Signal Flags Set | Ink-Stained Journal | Fishing Line & Hook | Black Bandana | Heavy Cloak | Brass Knuckles |
Names
Female Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Anne | Clara | Esperanza | Judith | Lucille | Mary |
| 2 | Isabel | Brigitte | Marta | Eliza | Nora | Yvette |
| 3 | Agnes | Céleste | Dorothea | Inés | Lisbeth | Sabine |
| 4 | Hester | Colette | Maria | Jane | Renata | Béatrice |
| 5 | Abigail | Elena | Odette | Ruth | Sybil | Winifred |
| 6 | Constance | Ivy | Jeanne | Pilar | Rosalie | Thelma |
Male Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Thomas | Edward | Jean | Pedro | James | Anton |
| 2 | Samuel | Diego | Elias | Charles | Lucien | Basil |
| 3 | Gabriel | Mateo | Hugh | Jacques | Oscar | Willem |
| 4 | Nathaniel | Louis | Álvaro | Frederick | Colin | Jasper |
| 5 | Henry | Stefan | Miguel | Walter | Lionel | Gilbert |
| 6 | Francis | Andre | Julian | Rupert | Sébastien | Amos |
Surnames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Blackwood | Tremayne | Delacruz | Lafitte | Hargrove | Montoya |
| 2 | Redfern | Barrow | Carvajal | Dubois | Kendrick | Saville |
| 3 | Ashford | Navarro | Desrosiers | Mendoza | Godwin | Moreau |
| 4 | Thorne | Ibanez | Leclair | Quintero | Rooke | Villarreal |
| 5 | Haskett | Marín | Beauchamp | Salazar | Dunmore | Rousseau |
| 6 | Fenwick | Ordoñez | Durant | Serrano | Trenholm | Castille |
Nicknames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | One-Eye | Long Jack | Red Mary | Ironhand | Peg Joe | No-Nose |
| 2 | Black Cat | Old Salt | Lucky Jim | Brass Nell | Quick Tom | Bloody Anne |
| 3 | Half-Tongue | Hard Sue | Grin Bill | Quiet Liz | Mad Pete | Slick Sam |
| 4 | Hookjaw | Cold Jane | Crabby Lou | Silent John | Slim Vane | Big Martha |
| 5 | Ragged Dan | Sweet Meg | Tidy Ned | Fat Molly | Sharp Kit | Bold Reggie |
| 6 | Split Lip | Toothless | Narrow Nat | Wild Bess | Deadpan Joe | Slow Elias |
Special Rules
Ship Combat
When engaging in ship combat, resolve the scene by asking a closed question (e.g. Do we manage to board them before they escape?). Interpret the result with the following fictional prompts, not fixed effects.
- No, and: Your ship takes a brutal hit or is outmaneuvered. You’re left vulnerable, or damage affects a key system (e.g. sails, rudder, morale).
- No: The enemy ship holds position. You fail to make progress and remain under threat.
- No, but: You’re kept at bay, but avoid damage or find a small tactical advantage.
- Yes, but: You make contact or land a shot, but suffer damage or lose a key crew member.
- Yes: You hit them hard or gain the upper hand.
- Yes, and: A clean broadside, precise boarding, or swift disabling action—total advantage is yours.
Note: Treat “damage” loosely—it might mean a torn sail, spilled powder, broken morale, or wounded allies. Track the fiction, not HP.
Plunder & Morale
After a successful raid, ask: Did the haul satisfy the crew? or Do we manage to keep order during the division of spoils?
Use the result to build emergent pressure or stability, not binary success/failure.
- No, and: Fights break out over shares; a faction forms against you.
- No: The crew is grumbling, and trust is fraying.
- No, but: Unease simmers, but your officers keep order—for now.
- Yes, but: You get things settled, but only after giving up something or showing weakness.
- Yes: Order is maintained, loot distributed.
- Yes, and: A rousing speech, a fair hand—morale soars, you gain loyalty or volunteers.
Caution: Crew morale can be tracked abstractly (via a tag, journal note, or countdown). Use it narratively to inform future rolls.
Mutiny
When tension peaks, ask: Does the crew rise against me? or Can I hold the deck in the face of open defiance?
- No, and: You reassert control with force or fear. The crew falls in line—at a cost.
- No: The uprising is quelled. Morale is shaky, but you’re in charge.
- No, but: You prevent a full revolt, but the ringleaders remain, watching.
- Yes, but: You’re deposed or forced to share power, but you avoid being cast overboard.
- Yes: You’re overthrown. Someone else takes the helm.
- Yes, and: You’re betrayed by a close ally. Leadership shifts violently. You may survive—but not unscathed.
Tip: Let mutinies reshape the fiction dramatically. They’re a chance to reframe the story, not a game-over.
Factions
The Spanish Armada Real
- Concept: Proud but strained colonial navy
- Skills: Seamanship, Close-quarters combat
- Frailty: Rigid hierarchy and outdated tactics
- Gear: Officer’s saber, long musket
- Goal: Defend Spain’s gold routes and recapture lost ports
- Motive: Preserve colonial prestige and royal authority
- Nemesis: British Royal Navy and rebellious locals
The French Flibustiers
- Concept: Crown-backed raiders with pirate instincts
- Skills: Acrobatics, Ambush
- Frailty: Recklessness in pursuit of prize
- Gear: Slim rapier, boarding hook
- Goal: Undermine British and Spanish power through sanctioned piracy
- Motive: Profit from privateering under royal commission
- Nemesis: British Royal Navy and betrayed allies
The Pirate Brotherhood
- Concept: Loose alliance of outlaw captains and rogue crews
- Skills: Intimidation, Swordplay
- Frailty: Self-interest over unity
- Gear: Boarding cutlass, stolen pistol
- Goal: Build freeholds beyond law, live rich and die free
- Motive: Defy empires, claim fortune by force
- Nemesis: All navies and the gallows they serve
The Maroon Rebellion
- Concept: Escaped slaves and native fighters seeking justice
- Skills: Guerrilla tactics, Jungle survival
- Frailty: Scarce resources and isolation
- Gear: Carved spear, hunting bow
- Goal: Establish independent communities beyond colonial rule
- Motive: Freedom through resistance and reclamation
- Nemesis: Slavers, settlers, and empire loyalists
The Dutch Merchant Syndicates
- Concept: Traders balancing profit, diplomacy, and survival
- Skills: Bargaining, Smuggling
- Frailty: Risk aversion and political caution
- Gear: Trade saber, ornate pocketwatch
- Goal: Expand influence via neutral ports and covert deals
- Motive: Economic domination through contracts, not conflict
- Nemesis: Pirates, tariffs, and rival colonial powers
NPCs
Captain Anne Bonny
- Concept: Defiant pirate captain with fire in her blood
- Skills: Navigation, Swordplay
- Frailty: Overconfidence in her legend
- Gear: Naval cutlass, brass compass
- Goal: Become the most feared name on the sea
- Motive: Avenge the English gallows that took her lover
- Nemesis: Governor Woodes Rogers
Governor Woodes Rogers
- Concept: Driven governor and former privateer
- Skills: Diplomacy, Command
- Frailty: Blinded by ambition
- Gear: Ledger of informants, dueling pistol
- Goal: Crush piracy and raise the Union Jack on every coast
- Motive: Power, promotion, and a clean legacy
- Nemesis: Edward “Blackbeard” Teach
Edward “Blackbeard” Teach
- Concept: Legendary pirate feared across the colonies
- Skills: Intimidation, Gunnery
- Frailty: Thrives on chaos
- Gear: Blunderbuss, powder grenades
- Goal: Seize enough plunder to vanish into legend
- Motive: Revenge on the powers that betrayed him
- Nemesis: Lieutenant Robert Maynard
Captain Calico Jack Rackham
- Concept: Smooth-talking schemer with a flair for drama
- Skills: Persuasion, Coastal navigation
- Frailty: Indiscipline in moments of pressure
- Gear: Fine-lacquered pistol, brass spyglass
- Goal: Discover and loot the hidden gold of El Dorado
- Motive: Fame, pleasure, and a name to echo in taverns
- Nemesis: Pirate hunter Jonathan Barnet
Governor Don Rafael de Eslava
- Concept: Ruthless strategist of the Spanish Crown
- Skills: Espionage, Political manipulation
- Frailty: Arrogance born of old blood
- Gear: Engraved rapier, coded dispatches
- Goal: Expel foreign powers and rule the Caribbean for Spain
- Motive: Honor, ambition, and legacy
- Nemesis: French privateer Olivier Levasseur
Anne Dieu-le-Veut
- Concept: Fierce pirate matriarch with a cause
- Skills: Brawling, Ship command
- Frailty: Recklessness in pursuit of loyalty
- Gear: Iron-hooked grapnel, scarred cutlass
- Goal: Liberate her captured husband and unify the pirate fleets
- Motive: Love, vengeance, and a free sea
- Nemesis: Admiral Juan Esteban Ubilla
Wild Encounters
Bull Shark
- Concept: Aggressive coastal predator
- Skills: Swift strike, Frenzied attack
- Frailty: Easily baited or driven off with blood and noise
- Gear: None
- Goal: Feed on fish, carrion, or wounded prey
- Motive: Instinctual aggression, especially in shallow waters
- Nemesis: Harpooners, noise-makers, and shark-hunters
Saltwater Crocodile
- Concept: Apex ambush predator of estuaries and mangroves
- Skills: Ambush, Death roll
- Frailty: Sluggish when cold, poor endurance at sea
- Gear: None
- Goal: Defend territory or feed near river mouths and lagoons
- Motive: Territoriality and hunger
- Nemesis: Fire, nets, and skilled trackers
Sea Wasps (Box Jellyfish)
- Concept: Deadly translucent jellyfish drifting near coasts
- Skills: Paralytic sting, Stealth in water
- Frailty: Delicate body, easily damaged
- Gear: None
- Goal: Float and ensnare prey with stinging tentacles
- Motive: Survival and reproduction
- Nemesis: Vinegar, protective gear, shallow water disruption
Boar of the Jungle Interior
- Concept: Wild boar found inland on larger islands
- Skills: Gore, Charge, Thick hide
- Frailty: Blind charging, spooked by fire
- Gear: None
- Goal: Protect its territory and forage for roots and fruit
- Motive: Survival and defense of young
- Nemesis: Dogs, muskets, and fire
Rabid Dog Pack
- Concept: Feral hounds abandoned at ports or left behind
- Skills: Pack tactics, Chase
- Frailty: Frightened by coordinated defense or noise
- Gear: None
- Goal: Scavenge, hunt weak targets
- Motive: Hunger and survival in the margins of human society
- Nemesis: Torches, blades, trained hunters
Swarm of Rats
- Concept: Infestation aboard ships or in port warehouses
- Skills: Spread disease, Gnaw through stores
- Frailty: Vulnerable to traps, smoke, and cats
- Gear: None
- Goal: Nest, feed, and multiply
- Motive: Scavenging and reproduction
- Nemesis: Ship’s cat, fire, poison
Locations
Port Royal
- A thriving British colonial port, infamous for its corruption and indulgence.
- Possible Encounter: Bribe the corrupt Governor’s aide; overhear treasonous plans at the Black Pearl Tavern; escape a tavern brawl turned deadly.
Isla de Culebras
- A remote and rocky island, feared for its storms, snakes, and the wrecks that litter its shores.
- Possible Encounter: Dodge rival treasure hunters in the hidden cavern; get ambushed by smugglers in the clifftop watch; scale jagged cliffs under musket fire.
Tortuga
- A loose, lawless port where pirates rule and no flag flies for long.
- Possible Encounter: Duel a rival in the Red Parrot Inn; persuade the Pirate Court to back a mutiny; chase a thief through crowded alleys.
Nassau
- A fledgling pirate republic where ideals clash with ambition.
- Possible Encounter: Trade secrets in the Free Market; outwit a British informant in the Governor’s Quarters; rally support for a pirate fleet.
Shipbreaker Cove
- A jagged inlet known for wrecks, reefs, and rumors of hidden anchorages.
- Possible Encounter: Slip through the cove’s defenses under pursuit; parley during a tense pirate summit; retrieve a wrecked courier ship’s logs before high tide.
The Lost Shoals
- A shifting maze of reefs and fogbanks where compasses spin and charts lie.
- Possible Encounter: Board the haunted wreck of the Resolute; escape a pursuing brig obscured in the fog; investigate why the Deadlight Buoy is following your vessel.
Adventure Seeds
| D66 | Adventure |
|---|---|
| 11 | Escort a merchant brig through contested waters before a rival syndicate sabotages the deal. |
| 12 | Locate a hidden inlet said to shelter stolen goods — and those willing to kill for them. |
| 13 | A former naval officer offers you a ship and crew — but only if you break him out of prison. |
| 14 | A sugar baron’s daughter has vanished. His rivals deny involvement. His men prepare for war. |
| 15 | Rescue a cartographer stranded on a reef after his guides mutinied and fled inland. |
| 16 | A storm wrecks your ship near a colonial fort. The commander offers “hospitality” — and conscription. |
| 21 | Defend a coastal village from pirate raiders hired by a foreign power to provoke conflict. |
| 22 | After drifting to a barren island, you find signs of an earlier castaway — and their final journal. |
| 23 | A barkeep begs you to find their brother, last seen aboard a ship rumored cursed by bad luck. |
| 24 | Smuggle a banned shipment of weapons past patrols and deliver them to a rebel outpost. |
| 25 | Infiltrate a rival fleet’s anchorage to retrieve a blackmail ledger hidden in the captain’s cabin. |
| 26 | A crewman’s gambling debts drag you into a feud between two powerful dockside families. |
| 31 | Your quartermaster vanishes during shore leave. A witness says they boarded a governor’s skiff. |
| 32 | A ship limps into harbor claiming to have found a derelict full of gold — and only one survivor. |
| 33 | Take command of a crew mid-mutiny. They’ll follow your orders — for now. |
| 34 | A rival captain challenges you to a duel for the rights to a lucrative trade route. |
| 35 | A plantation owner offers coin to escort him home — but his enemies plan to intercept. |
| 36 | A prisoner offers a map to a hidden cache in exchange for safe passage. His former crew wants him dead. |
| 41 | Deliver a sealed letter to a colonial official. Inside: a list of names — including yours. |
| 42 | Investigate a portside warehouse where sailors have gone missing. The guards refuse to enter. |
| 43 | Ferry a noble’s spoiled heir to a new post, while rival ships try to “rescue” him for ransom. |
| 44 | A disgraced captain offers information on a treasure convoy — but demands half the haul. |
| 45 | Track down a saboteur leaking your ship’s position to the authorities. They may be one of your own. |
| 46 | A fishing village’s catch has dried up — and a merchant accuses them of piracy. Prove otherwise. |
| 51 | Pose as a crew on a slave ship to infiltrate an auction and free those held in the hold. |
| 52 | Explore a cave system exposed by erosion. Smugglers once used it — some may still. |
| 53 | Transport a diplomat between colonies, avoiding both pirates and those he’s betrayed. |
| 54 | Escape a foreign prison after your ship is seized — and your crew sold into forced labor. |
| 55 | A prominent merchant’s warehouse burns. He accuses you publicly. Clear your name — or run. |
| 56 | A mutiny splits your allied fleet. Choose a side — or seize the spoils amid the chaos. |
| 61 | Assist a rebel courier in delivering secret plans to a militia before the Navy catches wind. |
| 62 | Stumble upon a maroon camp deep inland. They offer shelter — for a price. |
| 63 | Discover a cache of weapons hidden under a church floor. Decide whether to report it — or sell it. |
| 64 | A known traitor offers safe passage through hostile waters. Your crew demands his head. |
| 65 | Track a rival who stole your ship’s figurehead — and your reputation — in a single night. |
| 66 | A coded logbook surfaces in a pawn shop. It leads to a smuggler’s vault — if you crack the cipher. |