OneDice - Pirates & Dragons
OneDice - Pirates & Dragons
ODG-1
OneDice
Copyright: OneDice Universal ©2014 by Cakebread & Walton. All rights reserved. Reproduction of this work by
any means without the permission of the publisher is expressly forbidden. This material is protected under the
copyright laws of the United Kingdom.
www.clockworkandchivalry.co.uk
Dedication
To MANDEM, for fine art and fine conversation.
Thanks
Special thanks to all those who supported the original Pirates & Dragons
Kickstarter!
Contents
Introduction 3 Finishing Touches 56
About this book 3 Ships and Crews 56
What is a Role-playing game? 4 Experience and Levels 58
What Will I Need to Play? 6 Chapter 3: Gamekeeper Section 60
Rolling the Bones 6 The Geography of the
Chapter 1: The Dragon Isles 7 Dragon Isles 60
Islander Tribes 7 Dragons 70
Ancient Adalantas 8 Dragon Tribes 74
Uropans 9 Game Styles 78
Dragons 12 Ships 82
Dragon Tribes 13 Chapter 4: Adventure Seeds 118
Pirates 13 Betrayed 118
The Islands 16 Bring My Baby Back 120
The Storm Circle Sea 16 The Wrong Hostage 122
Chapter 2: How to Play 17 Other Plot Ideas 123
Making a Character 17 Dragon Isles Map 125
Skills 22
Fights 31
Ship Combat 35
Doubloons 42
Spells 45
Equipping Your Pirate 50
2
Introduction
3
Introduction
Chapter One is all about the Pirates & Dragons world – what it’s like, who
lives there and how a pirate makes his or her living.
Chapter Two tells you how to play the game and how to make a character -
your character is the pirate you control in the Pirates & Dragon world.
Chapter Three has some handy notes for the Gamekeeper. Players should
skip this chapter!
Chapter Four contains some adventure ideas - to get you started on your
journey around the Dragon Isles. Players shouldn’t read the adventure ideas,
as it will spoil them!
And at the back of the book there is a map of the Dragon Isles - the area of
the world your pirates can travel around.
At the back of the book is a character sheet, which can be photocopied to
use in the game.
4
Introduction
whatever you want him or her to do, and the Gamekeeper is there to tell you
what happens next.
When you want your character to act in the game, the Gamekeeper will
sometimes get you to roll a dice to see if your character succeeds or fails in
what he or she is trying to do. The Gamekeeper is in charge – it’s only fair,
they have to present a story, apply the rules and keep the game moving.
5
Introduction
A game can last as little as two or three hours, but you might want to play a
long adventure, that carries on week to week, like a TV series – the characters
gaining experience and skills as they go along, defeating old villains, meeting
new ones and generally acting like heroes.
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Chapter One
The Dragon Isles
The Dragon Isles are a huge sprawling collection of islands stretching
hundreds of miles around the Dragon, Kraken, Empty and Storm Circle Seas.
What are the Dragon Isles like?
The area is a bit like our Caribbean – but much larger and filled with fantastical
creatures and characters. It’s usually very hot and humid, but sometimes
there are mighty storms.
Some of the Islands are relatively large – big enough to support several
communities and offering a choice of landing places and a variety of
resources; but most are small, home to a single tribe or dragon. Not all the
islands in the area are on the map at the back of this book – some are too
small or haven’t been discovered yet.
What’s Beyond the Dragon Isles?
To the west of the Dragon Isles lies the vast continent of the High Bressayle,
rich in gold; while far away to the east, across the wide Adalantic Ocean, lies
the continent of Uropa.
Who lives in the Dragon Isles?
Much of the Dragon Isles is inhabited – the area is home to Islander tribes,
Uropan settlers, dragons, great ruins, fearsome sea creatures, ancient
treasures, fantastic monsters and...pirates!
Islander Tribes
Many islands are home to Islander tribes who live mostly by hunting,
gathering and crafting. They use hardwood to make their weapons and don’t
have the secret of metalworking. Tribes are small – a village might have 30
reed huts at most. Most tribes have a shaman and a chief. Some tribes are
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Chapter One: The Dragon Isles
peaceful, while others are more warlike. Islander tribes are keen to appease
the spirits of their home island and in return, the spirits grant them magic.
Islanders fear dragons, as a hungry dragon will sometimes raid an Islander
island for food, and despise the Dragon Tribes, along with the other, more
sinister servants of the dragons.
The Islanders have mixed reactions to the Uropans. Some Islanders distrust
all Uropans; others have friendly relations with them; and some are unaware
they exist!
On the islands where the Uropans have permanently settled, Islander life has
changed forever. Some Uropans have enslaved Islanders, while some have
been more diplomatic. The Gaules, in particular, have concentrated on simply
co-existing with Islander populations.
Ancient Adalantas
On the westerly islands there are mighty ruins, said to be the remnants of a
once-great civilization called Adalantas. Strange stone faces are carved into
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Chapter One: The Dragon Isles
mountainsides, huge pyramids and lost cities lie deep in the jungles, covered
in vines. There are many lost treasures hidden in the ruins, but those who
seek such booty must face fearsome guardians – such as skeleton warriors,
living statues and other magical beasts.
Uropans
A few islands have been settled by the recent incomers from Uropa.
First Contact
Over a hundred years ago the first ships crossed the wide Adalantic Ocean
and reached the Dragon Isles. These early explorers pushed on to High
Bressayle, where they were greeted with a mixture of wonder and hostility.
More ships came, mostly from Esbania, and the process of settling and
plundering High Bressayle began in earnest.
Esbania
The wealthiest country in Uropa, ruled by King Charles.
The Esbanians sail in mighty Balena-Galleons, transporting gold and other
treasures from High Bressayle to Esbania. These huge ships travel in slow
convoys, but they are supplemented by a stream of smaller merchant ships.
Many of these smaller ships are lost to privateers and pirates but there is so
much booty that as long as just one ship in four survives the journey, the
expedition can be viewed as a success.
Esbanian Governors are usually extremely wealthy and are permitted by the
Esbanian King to act with absolute authority over the island or port for which
they are responsible.
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Chapter One: The Dragon Isles
Gaule
The only Republic in Uropa.
The Gaules are not ruled by a monarch. They had a revolution; executed the
aristocrats, including their monarch; and declared Gaule a Republic. Gallic
Governors are usually expected to behave according to the standing orders
sent to them from the National Assembly, back in Gaule.
The Gaules have proved to be the best Uropan nation when it comes to
diplomacy. Islanders allied to Gaule tend to have a deep loyalty to their
Uropan friends.
Albion
An island nation led by the unpopular Queen Georgiana.
The Albionics have a strong maritime tradition.
The Albionics have more privateers than any other nation – and their ships
tend to be the most keen to plunder the vessels of all the other nations. Most
other Uropans regard all Albionic mariners as pirates. Albionic Governors are
permitted by the Queen of Albion to act with absolute authority over the
island or port for which they are responsible.
Batavia
A nation of traders and technologists led by the popular Queen Anne.
The Batavians are keen merchants and have superior weapons technology to
the other Uropans. Somehow the Batavians are managing to keep their
designs secret. The weapons are very rare, and some Batavian ships don’t
carry any at all. The Batavian Queen permits Batavian Governors to act with
absolute authority over the island or port for which they are responsible.
War
In Uropa there is a state of almost constant war. Esbania, Gaule, Albion, and
Batavia have all been at war with each other many times. Likewise, they have
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Chapter One: The Dragon Isles
all been in alliances with each other. Although allegiances shift, every nation
is out for itself and deeply suspicious of all the others.
Who’s Fighting Who?
Ÿ The Gamekeeper can decide on which nations are at war with which and
which nations are allies.
Ÿ The Gamekeeper might decide every nation is at war with every other
nation.
Ÿ The Gamekeeper might roll a dice to determine the relations between
each nation. On a 1-2 the nations are allies; on a 3-4 the nations have a
truce; on a 5-6 the nations are at war. Roll again after every month of
game time.
The Freeports
Gaule, Albion and Batavia all maintain one free port – a safe refuge, where
the authorities allow any ship to dock (even pirates!), as long as the crew
promise to behave peacefully while on shore.
The three free ports are:
Nieuw-Brugge: a Batavian free port on the coast of Isla Fecunda. See p.66 for
more details.
Paradis: a Gallic free port on the south coast of Yamarca. See p.67 for more
details.
Safehaven: an Albionic free port on the island of Richport. See p.68 for more
details.
Privateers
The Uropan nations, particularly Batavia and Albion, have encouraged
privateering throughout the Dragon Isles. The idea is that privately owned
ships are allowed to attack enemy ships in times of war. The nation
authorising the privateer’s actions issues them a Letter of Marque.
Letters of Marque
The Letter of Marque states that the owner is acting on the authority of the
issuing nation’s government.
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Chapter One: The Dragon Isles
Privateers or Pirates?
Privateers and pirates aren’t always so different – both want to steal treasure
and capture ships. The only differences are that privateers are authorised by
a government, and their vessels tend to be organised more like a naval vessel
– with naval-style discipline and a captain who has the power of life and death
over his or her crew.
Dragons
Some islands are the domain of fearsome dragons!
Great dragons are solitary creatures; each builds its lair within a mountain
on its own island. They originally come from High Bressayle, but can no longer
live there – so they inhabit the Dragon Isles, preying on Uropan shipping.
Great dragons usually only leave their mountains to raid treasure ships or
subdue those that dare encroach upon their lairs. They have an incredibly
keen sense of smell, amazing eyesight, acute hearing and they can sense their
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Chapter One: The Dragon Isles
hoard – if any of their treasure is tampered with, they will usually know about
it!
Dragon scales are extremely tough, their fiery breath is incredibly destructive
and their teeth and claws are capable of rending almost anything.
A dragon’s size varies according to its age. Only great dragons have an island
all to themselves – younger dragons have to fight for perches and caves on
other islands, waiting for their moment to take on a great dragon (they usually
lose). Young dragons have no magic and aren’t as clever as great dragons.
A few great dragons have been known to change into a human, but most
never would. Great dragons are proud and amoral, generally disinterested in
people, aside from as food. Great dragons can speak any language they like.
Dragons all have strong individual personalities. One dragon might spend all
its life sitting lazily in its cave, while another might have slaves mining in its
tunnels and storing its treasure in especially built catacombs.
Dragon Tribes
Tribes living under the direct rule of a dragon are known as Dragon Tribes.
Many of the Dragon Tribes have been serving and worshipping their dragon
for many generations. Sometimes a Dragon Tribe coexists with other more
sinister servants of a dragon – the dragon’s undead minions.
Dragon Tribes often have to give sacrifices (of people) to feed their dragon.
Dragon Tribes are usually led by a chief or necromancer. Dragon Magic is
wrenched from the island spirits, against their will.
Pirates
The pirates of the Dragon Isles are famous (and infamous) for their daring
deeds. They live by attacking other ships, stealing their treasure and taking
hostages. When they can, they also steal the ship itself.
Pirate crews are a mixed bunch – it is not uncommon to find Gaules, Albionics,
Esbanians, Batavians and Islanders, all serving on the same ship. They are
usually either on the run from the law or chose the life out of a love of
adventure (and gold!).
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Chapter One: The Dragon Isles
Most pirates operate small vessels, designed for hit-and-run raids. Pirates,
being pirates, often take to robbing each other ashore and at sea – bloody
fights are commonplace.
Pirates value freedom, above all else. They may be the scum of the earth, but
they are at least the masters and mistresses of their own destinies. They are
flamboyant, boastful, superstitious and adventurous. Few pirates will turn
down a dare or challenge.
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Chapter One: The Dragon Isles
Pirate Councils
Every so often pirate captains get together to drink, boast, squabble and plot
mischief.
These meetings between ships’ captains are called pirate councils. There isn’t
one pirate council. There are lots of them, each one gathering together
captains with similar sized ships and reputations. There is absolutely nothing
official or binding about them. Nonetheless, pirate captains tend to take the
meetings very seriously – it is a chance to show off to their immediate peers.
Councils often end with outrageous wagers or a bloody scrap.
Treasure Maps
Pirates have a weakness for treasure maps. It is the dream of every pirate to
find that one special original and 100% authentic map that will lead him or
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Chapter One: The Dragon Isles
her to the greatest ever pay-out possible. This has inevitably led many
unscrupulous cartographers to forge false charts, purporting to lead to
treasures, but in reality leading nowhere (or, worse, to terrible dangers).
Despite the fakes, there are genuinely useful charts to be found and even real
treasure maps. It is not unknown for pirates to pay huge sums for such articles
or to embark on a great quest to investigate the merest whiff of a rumour
regarding the location of a genuine map.
The Islands
The Islanders claim that the islands are almost alive. They are certainly imbued
with powerful magic, bestowed by the island spirits. Each island has its own
unique “personality”. Over time the various Islander tribes have learned to
harness the powers of their home island – and in return for treating their
home island sympathetically, they are granted magic by their island’s spirits.
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Chapter Two
How to Play
The rules for OneDice Pirates & Dragons are simple. Sometimes you will need
to roll a six sided-dice to see if your character can do what you want him or
her to do – mostly that’s it! The rules are presented alongside rules for making
a character...
Making a Character
To make a character, you will need to:
Decide your pirate’s background – whether your character is an Islander,
native to the Dragon Isles; or a Uropan.
Decide your pirate’s abilities – the abilities are Strong, Clever, Quick (there
is another ability, Magic, which only Islander characters have, but more on
that later).
Calculate your Health, Defence and Move – These are calculated based on
your character’s abilities.
Give your pirate some skills – your character is allowed up to 6 skills to start
with.
Give your pirate some spells – but only if they have some magic!
Give your pirate some stuff – give your pirate some starting money and
equipment and let them buy some extras.
Give your pirate some finishing touches – including a name and 6 Doubloons
(more on them later!).
As your pirate completes adventures, his or her skills and abilities rise.
Experience and Levels, explains how this works.
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Chapter Two: How to Play
Finally the Ships and Crews Section gives your pirates a starting ship and crew
(pp.56-8). Then you will be ready to begin sailing around the Dragon Isles!
Islander Background
Islanders have been living in the Dragon Isles for hundreds of years. They live
in small tribes – hunting, gathering and sometimes fighting. The tribes respect
the spirits of the islands and some tribe members have magic. Most Islander
pirates will have been hunters or shamans, before they became pirates. All
Islander pirates speak Islander and at least a little Uropan.
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Chapter Two: How to Play
Islander Hunter/Gatherer/Warrior
Because Islanders are connected to island spirits, they can start the game
with some magic – all Islanders, aside from shamans, start the game with 6
ability points to share between Strong, Clever, Quick and Magic – but, apart
from shamans, they can only spend 1 of those points on magic.
Example Islander Character
Gargo Yachya, Islander, Strong 2, Clever 1, Quick 2, Magic 1, Health 6, Defence
6, Move 20
Gargo was a hunter, till she left her village to become a pirate.
Islander Shaman
Shamans are expert magicians. Shamans start the game with 4 ability points
to share between Strong, Clever, and Quick, and 3 points of Magic.
Example Shaman Character
Yayo, Shaman, Strong 1, Clever 2, Quick 1, Magic 3, Health 3, Defence 3, Move
10
Yayo was a village shaman till the island spirits told her to leave her island
and go on a quest.
Uropan Background
Uropans come from way across the vast Adalantic Ocean. A few generations
ago the Uropans discovered the Dragon Isles. Since then they have been
treasure hunting and settling on some of the islands – building plantations,
ports, farmsteads and villages, etc. Uropans usually come from one of the
following countries:
Esbania – a wealthy nation, the Esbanians were the first to come to the
Dragon Isles.
Batavia – Batavia is famous for its powerful weapons and successful
merchants.
Albion – Famous for its large navy and dragon hunter ships.
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Chapter Two: How to Play
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Chapter Two: How to Play
Gaule – famous for its Republic and its excellent relationship with some of
the Islander tribes.
Decide which of the above countries your pirate comes from – it doesn’t affect
their abilities, but adds some flavour to your pirate’s character.
Your character will probably have been a settler, sailor, soldier, explorer,
diplomat, crook, noble, priest or trader, before becoming a pirate. All Uropans
speak Uropan.
All Uropans start the game with 6 ability points to share between Strong,
Clever and Quick and no Magic.
Example Uropan Character 1
“Gentleman” Bob Flint, Albionic Sawbones, Strong 2, Clever 2, Quick 2, Magic
0, Health 6, Defence 6, Move 20
Bob was an Albionic sawbones (ship’s surgeon) until he was involved in a
mutiny and became a pirate.
Example Uropan Character 2
Captain Federica, Esbanian Captain, Strong 2, Clever 3, Quick 1, Magic 0,
Health 6, Defence 6, Move 10
Captain Federica was an Esbanian noble before she left court to seek adventure.
Abilities
All characters and creatures have a set of abilities as follows:
Strong – How strong your character is. This is good for when you want to lift,
carry, push, pull, thump enemies with your fists or kick them with your foot,
hit someone with a stick or sword, threaten someone to get what you want,
etc.
Clever – How clever your character is. This is good for when you want to read
a map, follow a course, aim and shoot a gun, read a difficult book, work out
how to use a weapon you’ve never seen before, negotiate with someone to
get what you want, etc.
Quick – How quick your pirate’s reactions are and how nimble your pirate is.
This is good for when you want to climb the rigging, go first in a fight, fire a
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Chapter Two: How to Play
bow, throw an axe, scramble out of quicksand, sneak about, hide from an
enemy, etc.
Magic – Only Islanders start the game with Magic.
Remember: At the start of the first game, no ability can start higher than
3 or be lower than 1, aside from magic which will be 0, unless you are
playing an Islander. Everyone (apart from shaman characters) starts with
six ability points and you must spend them according to the rules for your
pirate’s background.
When you have decided on your pirate’s background (above), you will spend
ability points to give them a Strong, Clever, Quick and Magic score between
1 and 3.
Health – Show how healthy your pirate is. If your pirate has an accident or
gets hurt in a fight, he or she will lose Health. Health can be restored, so you
should always keep a note of your pirate’s maximum Health. Maximum
Health is your pirate’s Strength multiplied by 3.
Defence – The score an attacker needs to roll to injure you. Defence is three
times your pirate’s Strong or Quick (whichever is higher). You can buy
armour to raise this score.
Move – How quick your pirate can run in metres in a single combat round.
Move is ten times your pirate’s Quick.
Skills
All pirates have some specialist skills. Sometimes these are natural talents,
other times they are things that the pirate has learnt along the way.
Every starting pirate character receives 6 skill points, which can be spent on
buying skills.
Like Abilities, skills are given a number – you may spend no more than two
points on any starting skill.
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Chapter Two: How to Play
It’s best to have skills which fit with your pirate’s job aboard ship (e.g. a
sawbones should have medicine). After the skills list, there is a list of example
skill sets according to ship jobs.
The following is a list of example skills:
Acrobatics (Quick) – Good at acrobatic moves.
Archery (Quick) – Good with bows.
Artillery (Clever) – Good at firing artillery weapons.
Art (Clever) – Good at creating art.
Blades (Strong) – Good at hand-to-hand fighting with a bladed weapon
(sword, axe, laser-stick, etc.).
Bludgeon (Strong) – Good at hand-to-hand fighting with a blunt weapon
(hammer, club, cosh, etc.).
Bruiser (Strong) – Good at unarmed fighting (punching, kicking, head butting,
etc.).
Climb (Quick) – Good at climbing.
Command (Clever) – Good at giving orders.
Craft (Clever) – Good at making and repairing things.
Disguise (Clever) – Good at carrying off a disguise.
Dodgy (Clever) – Good at dealing with criminals and being streetwise.
Drive (Quick) – Good at driving a horse and cart, etc.
Entertainer (Quick) – Good at entertaining others (by singing, dancing,
juggling knives, etc.).
Gambling (Quick) – Good at gambling (and cheating).
Intimidate (Strong) – Good at bullying others.
Investigation (Clever) – Good at looking for and analysing clues.
Language (Clever) – Good at speaking a language (other than the pirate’s
own). Each language is a separate skill.
Lore (Clever) – Good at knowing stuff.
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Chapter Two: How to Play
Medicine (Clever) – Good at healing people. Only people with medicine (or
magic) can restore Health.
Navigate (Clever) – Good at reading maps and following them.
Negotiate (Clever) – Good at talking their way out of trouble.
Perception (Quick) – Good at noticing and hearing things.
Pickpocket (Quick) – Good at picking pockets.
Security (Clever) – Good at creating or picking locks; arming or disarming
traps; etc.
Shiphandling (Quick) – Good at sailing a ship.
Shooting (Clever) – Good at firing a gun.
Sneaky (Quick) – Good at creeping up on people or hiding from them.
Survival (Clever) – Good at surviving in the wilderness.
Swim (Strong) – Good at swimming.
Technologist (Clever) – Good at fixing Batavian weapons and making
ammunition for them.
Throw (Quick) – Good at throwing weapons (such as axes, daggers, etc.).
Track (Clever) – Good at finding and following tracks.
Trade (Clever) – Good at spotting a bargain, selling and negotiating a good
price.
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Chapter Two: How to Play
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Chapter Two: How to Play
Example 2
Yayo is a shaman. She gets Medicine 1 and her Player can spend the other 5
points as she pleases. She chooses Archery 1, Climb 1, Lore 1, Survival 1 and
Track 1. The character now looks like this:
Yayo, Shaman, Strong 1, Clever 2, Quick 1, Magic 3, Health 3, Defence 3, Move
10
Archery 1, Climb 1, Lore 1, Medicine 1, Survival 1, Track 1
She also has 6 Doubloons, ready for the first game session.
All Yayo needs now is some spells, money and equipment.
Skill Use
There are three occasions when you might be asked to roll your dice to make
a skill check.
When you want your pirate to perform an action
Examples
When you want your character to climb a rope, track a trail, navigate using
a seachart, etc.
When your character is trying to perform an action and someone is working
against him or her
Examples
When your pirate enters an arm-wrestling contest, wants to sneak up on
somebody, is negotiating a trade, etc.
Routine everyday actions are considered so easy that they can be usually
be done automatically - a sailor doesn’t need to make a roll to climb the
rigging on a clear day in calm seas. You don’t need to roll a dice to get
your pirate to perform these routine actions. But if the weather is stormy
and the waves are choppy, you do need to roll a dice for these more
difficult actions.
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Chapter Two: How to Play
Target Number
Difficulty Example
(TN)
Routine No roll needed Climbing the rigging on a quiet clear day in calm waters.
Mildly challenging 3 Climbing the rigging in the pouring rain.
Climbing the rigging in the pouring rain and choppy
Challenging 6
seas.
Hard 8 Climbing the rigging in rough seas and in driving rain.
Very Difficult 10 Climbing the rigging in a storm.
Near Impossible 12+ Climbing the rigging in a raging tempest.
To see whether your character succeeds at a task, roll one six-sided dice, then
add to the result the relevant ability (the character’s score in Strong, Clever
or Quick) and skill (if he or she has one). Compare the result to the Target
Number – if you equal or beat it, you have succeeded. If you have failed to
beat it, your action has been unsuccessful (and there may be a consequence).
Anyone can try almost anything, as everyone has at least 1 in each ability.
You don’t need to have Navigate to try and puzzle out a chart – you just use
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Chapter Two: How to Play
Skill Rolls
Remember!
When the Gamekeeper asks for a skill roll:
Roll the dice + Ability (Strong, Clever or Quick) + Skill (if any) = result
Example
Captain Federica is trying to work out a challenging (Target Number 6)
sea chart. She has a Clever of 3 and Navigate 1. Her Player rolls a 6, adds
the 3 and 1, for a total of 10. Federica beats the target by 4 points and
easily understands the chart.
your Clever score. Likewise, if you don’t have Climb, you will just have to use
Quick on its own.
Example 1
Gentleman Bob, the sawbones, is climbing a steep cliff. The Gamekeeper
decides it is a Challenging climb, and sets the difficulty at 6. The Player
controlling Bob rolls a dice – and gets a 4. Bob adds his Quick of two, for a
total of 6. He doesn’t have Climb, so can’t add anything for that. He just makes
it!!!
Example 2
Captain Federica has been stranded on a desert island. She needs to find food
and shelter. The Gamekeeper decides it’ll be hard to find what she needs so
late in the day, so sets the difficulty at 8. Federica hasn’t got the Survival skill,
so can only add her Clever (which is 3) to the dice roll. She rolls a 4. Adding
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Chapter Two: How to Play
her Clever (3) she gets a total of 7. Federica will have to go hungry tonight
and sleep out under the stars.
Skill vs Skill
Sometimes your pirate will want to do something that another character
wants to challenge. Whether arm-wrestling, competing in a running race,
sneaking up on someone who is trying to spot you, commanding an unwilling
crew, you’ll need to make a Skill Vs Skill test for your pirate to see who
succeeds.
To make a Skill vs Skill test, the player rolls a dice and adds any bonuses. The
Gamekeeper rolls dice for whoever is opposing (unless it is another Player’s
character), also adding any bonuses. Whoever gets the highest total wins. If
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Chapter Two: How to Play
both the Player and the Gamekeeper get the same totals, it’s a draw (unless
that makes no sense, such as when trying to sneak up on someone, in which
case the Player wins).
Making A Difference
Sometimes the amount that the winner wins by makes a difference. How
much of a difference is up to the Gamekeeper.
Example
Juan One-shin want to sell a necklace he stole to a trader. The necklace
should sell for 100 gold. Juan rolls a 3 and adds his Clever of 2 for a total
of 5. The Gamekeeper gets a 5, adds the trader’s Clever of 2 and Trade of
3 for a total of 10. The difference is 5 (The trader’s 10 minus Juan’s 5). The
Gamekeeper decides that the trader will pay a maximum of 50 gold
(deciding a -10 gold penalty should be subtracted for every point of
difference between the two rolls).
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Chapter Two: How to Play
Example 1
Captain Federica and Gentleman Bob are playing cards for money. Federica’s
Player rolls a 5 and adds her Clever of 3 for a total of 8. She doesn’t have
Gambling, so can’t add it. Bob’s Player rolls a 4, adds 2 for his Clever and 1
for his Gambling, for a total of 7. Bob has lost more gold to his wily Captain!
Had he also got a total of 8, it would have been a draw, and neither character
would have won the pot.
Example 2
Juan One-shin is trying to pick a pocket. His Player rolls a 2, adds his Quick of
3 and Pick Pocket of 2 for a total of 7. The Gamekeeper rolls for the trader he
is trying to rob, and gets a 3. He adds the trader’s Clever of 2 – unfortunately
for Juan, the trader also has Perception 2, so also gets a total of 7. As Juan is
a Player’s pirate, while the trader is the Gamekeeper’s, Juan wins – just!
Combat Basics
Combat rounds basically work like this:
Everyone rolls Initiative at the start the combat – to find out who goes
first (roll the dice and add Quick - highest wins).
Then, from highest to lowest Initiative, each character:
Rolls to hit – Roll the dice and add any bonuses to beat the opponent’s
Defence. A character can also try to move (charge into combat or run
away) in this part of the round.
Calculates damage – on a successful hit. Remove any damage from
opponent’s Health.
Fights
Being a pirate means sooner or later your character will get into a fight. Fights
take place in combat rounds, each lasting just a few seconds. In a combat
round each fighter takes it in turns to try and hit and damage their opponent(s).
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Chapter Two: How to Play
Note: Don’t forget that Doubloons can be used to perform special actions in
combat, on top of those described in this section.
Initiative
Unless the Gamekeeper judges one side to be surprised (in which case the
other side gets a free attack), each character in a fight must roll Initiative at
the start of combat. Roll the dice and add your pirate’s Quick.
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Chapter Two: How to Play
You only roll Initiative at the start of the fight – anyone joining the fight rolls
Initiative when they enter the fray.
Example
Federica has a Quick of 1. She is fighting a lowly swab, who also has a Quick
of 1. Federica rolls a 1, adds her Quick of 1 for a total of 2. The Gamekeeper
rolls a 6 for the swab and adds a further 1 for his Quick, for a total of 7. The
swab goes first.
What if there is a draw?
If there is a draw, the Player’s pirate goes before the Gamekeeper’s character.
If two Player’s pirates are attacking each other, and they draw on Initiative,
they act at exactly the same time.
Roll To Hit
In this part of a round the character can try to hit an opponent or try another
sort of action. He or she can try and hit using a ranged weapon (bow, gun,
etc.), hand-to-hand weapon (sword, club, etc.), unarmed attack (fist, kick,
etc.), or spell (Magic Spear, Fireball, etc.). In each case you roll the dice, adding
the relevant Ability and Skill (if any).
For spells:
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Chapter Two: How to Play
In most cases (other than Magic) if the total beats the target’s Defence,
damage is done. In the case of Magic, if the score beats the Target Number
for the spell, the spell works.
Other Actions
Instead of trying to hit someone, a character can try to move or take another
action in this part of the round. Doing any of these actions lowers the
character’s Defence by 2 for the duration of the round.
Moving
If a character isn’t in a hand-to-hand fight and wants to move, up to his or
her Move in metres, they can (instead of attacking – you don’t get to do both).
This includes moving into a hand-to-hand fight.
Non-Combat Actions
Sometimes a character will want to do something, not covered by the above,
such as try to open a chest; unlock a door; untie a hostage; etc. The
Gamekeeper determines (secretly) how long such activities take and while
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Chapter Two: How to Play
the character is working on them, he or she cannot fight back (although does
still have a Defence rating, with a -2 penalty).
Quick Actions
Some actions are really quick and don’t cause the character to miss an attack
– these include things like getting out a weapon, shouting an order, etc. You
can do any one these things without a penalty.
Calculate Damage
(If using Magic, see the spell description.)
For all other damage, take the total of the hit roll and subtract the target’s
defence. Then add any damage for the particular weapon. The result is the
amount of Health the injured party loses.
Example
Federica fires her pistol at the swab. The swab has a Defence of 3 and Health
of 6. Federica’s Player rolls a 5, adds Federica’s Clever (3) and Shooting (1),
for a total of 9. The difference is 6 (Federica’s roll to hit of 9 minus the swab’s
Defence of 3). Federica does 6 damage, +3 for the pistol, for a total of 9
damage! The swab is no more.
Ship Combat
Ships have Strong, Quick, Health, Defence and Move scores, much like
characters.
Ship’s crew also have scores; there is more on crews below.
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Chapter Two: How to Play
In a Nutshell
Ship combat basically works as follows:
At faraway range, attacks aren’t possible.
At cannon range, ships can attack each other with their cannons.
At boarding range, crews can fight each other with muskets, pistols and
hand-to-hand.
(Note: You might notice the Health, Defence and Move of ships aren’t simply
calculated from their Strong and Quick.)
There are lots of sample ships for the game on pp.82-6.
If two ships are fighting each other, then combat order is generally as usual,
although range and surprise work a little differently, and combat rounds are
much longer than a few seconds.
Range
There are three basic ranges – faraway, cannon and boarding.
At faraway range, ships are in sight of each other (assuming it is daytime),
but not close enough to fire their cannon. They might be able to communicate
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Chapter Two: How to Play
(if their lookouts have done their job and if they have telescopes and use flags
to signal each other).
At cannon range, ships are able to fire cannon at each other, but are not close
enough for the crews to try a boarding action or shoot at each other using
hand weapons like muskets.
At boarding range, ships are close to each other – so close that crews can
fight with muskets, and even attempt to board an enemy ship (jumping
across, swinging on ropes, climbing up ladders and planks, etc.).
Surprise
On a clear bright day, it almost impossible for one ship to surprise another
ship (as long as there are lookouts), but at night or in a thick mist (especially
with no lights on), it is possible. In such conditions a ship should get a roll for
its lookouts.
Sample Sighting Difficulties
No roll needed Spying a large ship at faraway (or nearer) range on a clear bright day.
Spying a brightly lit ship at faraway range (or nearer) on a clear
3
moonlit night.
6 Spying a ship at faraway range on a hazy day.
Spying a ship at faraway range in the driving rain; Spying an unlit small
8
boat at boarding range on a cloudy night or in a thick mist.
Chasing
It’s likely that if two ship’s lookouts spot each other at faraway distance, one
ship might try to get closer, while the other might try to run away. Likewise,
if a ship gets into cannon or boarding range, another ship might want to
concentrate on fleeing rather than fighting! A lot of time is spent running
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Chapter Two: How to Play
away – pirates from the navy; merchants from the pirates; and everyone from
the dragons!!!
How do we run away or hunt another ship down?
Both sides make a roll, adding their ship’s Quick + the Shiphandling of the
crew + the Shiphandling of whoever is commanding the crew.
If the chasing ship wins, it catches up, and both parties are one range nearer
– so faraway is reduced to cannon range; while cannon range is reduced to
boarding range.
If the fleeing ship wins, it moves one range further away – so boarding range
becomes cannon range; cannon range becomes faraway range; and faraway
ships escape the scene completely. Note: A ship trying to flee from boarding
range is exposed to one free attack from the chasing ship!
If it is a draw, the range stays the same and the chase continues next round.
Note: If neither ship wants to change the existing range, then they don’t
have to (both ships might just slug it out with cannon!).
Cannon Range
At cannon range, combat is much like any other combat. Use the following
order:
Initiative – each side rolls a dice and adds their ship’s Quick + the crew’s
Shiphandling + the Shiphandling of whoever is commanding the crew.
Roll to hit – roll the dice and add the ship’s Strong + the crew’s Artillery + the
Artillery of whoever is commanding the gunners. If the total beats the Defence
of the opposing ship, calculate damage.
Calculate Damage – Damage is the difference between the attacking ship’s
total to hit roll and the Defence of the defending ship.
Remove damage – From the damaged ship’s Health. Also, for every ship
Health point lost, remove 2 crew Health.
Huge Creatures
Mostly individuals can’t attack ships – punching a ship won’t make it go away!
So making an individual attack against the ship’s Health is not usually allowed.
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Chapter Two: How to Play
But huge creatures can attack a ship. When a creature is classified as Huge,
it will be noted in their special abilities. Obviously, most huge creatures don’t
have cannon - so they can only make an attack at boarding range, although
a ship can fire cannon at a huge creature, if it is on the surface and at cannon
range.
Boarding Range
At boarding range, combat is as usual (Initiative, roll to hit, etc.), but rather
than being between individuals or a cannon duel, it is between crews:
Initiative – each side rolls a dice and adds their crew’s Quick + the Command
of whoever is commanding the crew.
Roll to hit – roll the dice and add the crew’s Strong + the Command of
whoever is commanding the crew. If the total beats the Defence of the
opposing crew, calculate damage.
Calculate Damage – Damage is the difference between the attacking crew’s
total to hit roll and the Defence of the defending crew.
Remove damage – From the damaged crew’s Health.
Boarding
Whoever wins Initiative can initiate boarding – if they cause damage to their
enemy, they are considered to have successfully crossed over to the opposing
ship, where the crew combat continues. If they fail to do any damage, they
are stuck on their own ship (and may be boarded themselves, on their
opponent’s turn).
Ramming
Ramming is only usually worth it, when going against a weaker opponent, or
as a last resort. To make a ram attack, the attacking ship will need to make a
successful opposed roll – someone rolls a dice for each ship, adding the ship’s
Quick + the crew’s Shiphandling + the Shiphandling of whoever is in command.
If successful, the attacking ship makes contact and does its Ram damage to
the defending ship’s health. The attacking ship also takes damage – half the
Ram damage of the defending ship is removed from the attacking ship’s
health.
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Chapter Two: How to Play
Crews
Crews have scores (Strong, Quick, Clever, Health and Defence, etc.) for the
entire crew – in other words, they generally fight together, like one creature,
but crew members do have an individual profile (to be used when there are
not many of them, they’re fighting Player’s pirates, etc.).
The Strong of the crew is Crew Health divided by 10.
The Health of a crew is a measure of the total number of sailors in the crew,
i.e. a ship with crew Health 90 has 90 sailors onboard when at optimum
strength.
Every time 10 sailors are put out of action (i.e. whenever the crew’s Health
drops by 10), the crew’s Strong goes down by 1.
If a ship’s crew falls to half or fewer of the optimum crew needed to run the
ship, all ship rolls are at a -2 (until the crew are healed or replaced).
Healing Crew
After a battle, some of the crew put out of action might suffer minor injuries.
For every 10 casualties, roll one dice – on a roll of 1-3 those 10 casualties have
minor injuries and can get back to work immediately; on a roll of 4-6, those
10 casualties are seriously injured or dead.
Note: Use common sense – if the crew were in a battle against another crew,
use these rules – if they have been eaten, fried by a dragon, or drowned, etc.,
they are simply dead and can’t be healed.
A sawbones can try to treat some of the seriously injured – roll his or her
Medicine (+2 if the sawbones has all the right equipment) – it is up to the
medic’s discretion how many casualties he or she will try to save:
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Chapter Two: How to Play
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Chapter Two: How to Play
A ship’s crew can attempt to repair a ship in combat – roll a dice and add 1
for every point of Strong used to make the repairs – crew repairing a ship
cannot fight (or defend) and must fully concentrate on mending their ship.
The Target Number is determined by how much ship Health the crew are
attempting to repair (the Player’s can choose how much Health to attempt
to restore per round).
Doubloons
Doubloons are used to perform swashbuckling moves, save your pirate from
certain death, hit a creature against the odds, etc.
Every Player starts each game session with 6 Doubloons.
As each game session progresses, the Players play their Doubloons to make
good things happen for their characters.
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Chapter Two: How to Play
Note: Doubloons are called Stunt Points is other OneDice games, but are
otherwise identical.
It’s a good idea to spend all your Doubloons, as they can’t be carried over to
the next game and they’ll be replaced next session!
Some of the characters run by the Gamekeeper might also have Doubloons,
which can be used in exactly the same way as the Players’ Doubloons. Only
more major enemies will have them – more run-of-the-mill opposition never
have Doubloons.
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Chapter Two: How to Play
Spending Doubloons
Each of the following actions cost 1 Doubloon:
Succeed at a non-combat roll automatically – however difficult the task.
Ÿ Ignore an opponent’s Defence – no roll to hit, simply deliver a dice worth
of damage + the weapon damage to your pirate’s opponent’s Health.
Armour does not protect the opponent.
Ÿ Avoid damage – Turn a hit on your pirate into a miss.
Ÿ Avoid character death – If your pirate drops to 0 Health, they are merely
unconscious, not dying.
Ÿ Perform two attacks in one round – you can roll to hit twice instead of
once.
Ÿ Swashbuckling Action – You can combine an attack with a swashbuckling
move (climb, swing on a chandelier or rope, run on a rolling barrel, etc.).
You only need to roll to hit, and you get to add your Strong and Quick to
the dice (plus one suitable skill if you have one, Climb, Blades, Bludgeon,
Bruiser, Shooting, Throw, etc.).
Ÿ To cancel an enemy’s Doubloon – If a Player has spent a Doubloon to
perform an action, the Gamekeeper can spend a Doubloon (if the
character the Gamekeeper is running has one) to cancel the action.
Likewise, a Player can spend a Doubloon to cancel a Gamekeeper’s
Doubloon action against his or her own pirate.
The following actions cost 2 Doubloons:
Ÿ Advanced Swashbuckling Action – You can combine an attack with a
swashbuckling move (climb, swing on a chandelier or rope, run on a rolling
barrel, etc.). You only need to roll to hit, and you get to add your Strong,
Quick and Clever to the dice (plus one suitable skill if you have one, Climb,
Blades, Bludgeon, Bruiser, Shooter, Throw, etc.).
Ÿ Perform three attacks in one round – you can roll to hit three times
instead of once.
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Chapter Two: How to Play
Spells
Most Islanders have some magic.
How many spells does the character start with?
As many spells as his or her Magic ability score.
Example
Gargo the hunter has 1 point of Magic so has 1 spell. Yayo has 3 points of
Magic, so has 3 spells.
How often can a character cast a spell?
A character can cast twice as many spells in a day as he or she has Magic.
Example
Gargo can cast her spell twice a day. Yayo can cast 6 spells a day.
How does a character cast a spell? What’s the “Target”?
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Chapter Two: How to Play
The Player needs to roll a dice and add his or her pirate’s Magic score to the
total. If the number is equal to or higher than the spell’s Target number, the
spell works. Spells that don’t work aren’t lost – the character can try again
the next round.
Any other rules I should know about?
Magic always fails on a roll of 1. The caster doesn’t lose the spell from his or
her daily total, but must try again next round (or at some later time).
What’s “Range”?
Sometimes a spell works by touch (such as when healing or opening a lock),
other times it works on a target within a certain range (in metres).
What spells can a character pick?
Starting Islander characters get spells from the following list – the
Gamekeeper can either ask for a roll, to see what spells they get; or allow the
Players to pick from this list:
Starting Spells
1. Confuse – This spell cause one of the opposition to be confused. If
successful, he or she may not attack for the next two combat rounds.
Range: 10 Target: 5
2. Open – This spell opens any lock, however complex (though a magical lock
raises the Target by 2).
Range: Touch Target: 5
3. Find Path – If lost or looking for a specific location, this spell causes a
glowing arrow to appear on the ground, pointing in the right direction.
Range: 30 Target: 5
4. Heal – If successful, roll a dice and the person being touched gets back the
resulting number of Health points.
Range: Touch Target: 5
5. Light – Makes a small object (or person’s hand) glow for an hour. Useful
for exploring dark places.
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Chapter Two: How to Play
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Chapter Two: How to Play
Intermediate Spells
At Level 2 and 4 any character with Magic 3 or more can roll for/pick one
spell from this list:
Note: If the character has Magic above zero but below 3, he or she can pick
an extra spell from the Starting Spells list.
1. Antidote – This spell cures any disease or poison.
Range: Touch Target: 8
2. Breathe Underwater – Allows the recipient to breathe underwater for an
hour (he or she can still breathe air normally too).
Range: Touch Target: 8
3. Charm – If successful roll the dice – whoever is affected will be completely
under control of the caster for a number of combat rounds equal to the result.
Range: 5 Target: 9
4. Greater Heal – If successful, the Health of the person touched is completely
restored.
Range: Touch Target: 7
5. Magic Spear – If successful, a magic spear hits a member of the opposition.
Roll a dice, multiply the result by two, and remove that number from whoever
has been hit’s Health. An extra Magic Spear can be generated (to hit the same
target, or another in range), but that adds 2 to the Target Number difficulty
of the spell (and a failure means neither missile is created).
Range: 20 Target: 7/9
6. Toughen – If successful, raises a person’s Defence by 3 points for 1 hour.
Range: Touch Target: 8
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Chapter Two: How to Play
Advanced Spells
At Level 6 and 8 any character with Magic 4 or more can roll for/pick one
spell from this list:
Note: If the character has Magic above zero but below 4, he or she can pick
an extra spell from the Starting Spells list (or the table immediately above, if
he or she has 3 Magic).
1. Lightning – Causes a magical lightning bolt to strike an opponent. If
successful, roll a dice, and multiply the result by four to calculate damage to
opponent’s Health.
Range: 30 Target: 9
2. Fair Winds – Increases the Quick of a sailing ship (by filling its sails with
wind) by 3 for one hour.
Range: 15 Target: 9
3. Fireball – Roll a dice and multiply the result by two – anyone in the fireball’s
path (friend or foe) receive the result as damage to their Health. The fireball
is 2 metres in diameter. If the caster wants to fire an extra fireball, the Target
Number difficulty increases by 2 (and a failure means neither missile is
created).
Range: 20 Target: 10/12
4. Mass Heal – Heals all friendly forces within range. Roll a dice and restore
all the recipient’s Health by the result.
Range: 3 Target: 9
5. Sharpen – Turns one weapon (blade, bludgeon, arrow or bullet) into a
Magic Weapon for two hours and adds 3 to the score to hit when using that
weapon.
Range: Touch Target: 10
6. Shield – Raises one recipient’s Defence by 4 for 2 hours.
Range: Touch Target: 9
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Chapter Two: How to Play
Random Equipment
Result
1: Clock; 2: Lucky rabbit foot; 3: Book; 4: Broken Sword; 5: Locket with
1
picture; 6: Mirror
1: Parrot Food; 2: Wooden hand; 3: Goblet; 4: Map ; 5: Worthless Gem;
2
6: Comfy Cushion
1: Perfume; 2: Face mask; 3: False Teeth; 4: Glass Eye; 5: Love letter; 6:
3
Child’s Dinnerplate
1: Beads; 2: Swing; 3: Left Boot; 4: Preserved Sausage; 5: Gravy-boat; 6:
4
Stuffed Alligator
1: Right Glove; 2: Armchair; 3: Engraved Pocket-watch; 4: Footstool; 5:
5
Sweets; 6: Coffee pot
1: Mother’s wig; 2: Pickled Eggs; 3: String; 4: Vase; 5: Dog Bowl; 6:
6
Damaged shield
Everyday Stuff
Clothing
Extravagant Costume: Cost: 200
Peasant Garb: Cost: 0-5
Respectable Costume: Cost: 20
Rugged Costume: Cost: 15
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Chapter Two: How to Play
Adventuring Kit
Backpack: Cost: 5
Bedroll: Cost: 1
Candle: Cost: 1 for 5 candles
Flint and Tinder: Cost: 1
Lantern: Cost: 5
Oil, Flask: Cost: 1 for an hour’s lantern fuel.
Rope: Cost: 2 for 10 metres of strong rope.
Sack (Large): Cost: 2
Sack (Small): Cost: 1
Tent: Cost: 10 for 2 person tent.
Torch: Cost: 1 for a torch that burns for an hour.
Waterskin: Cost: 1 for a waterskin containing enough water for 1 person for
3 days.
Writing Kit: Cost: 15
Accommodation
Doss-house: Cost: 1
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Chapter Two: How to Play
Tavern: Cost: 3
Specialist Equipment
Climbing Kit: Cost: 10 (Adds 1 to Climb skill rolls.)
Compass: Cost: 15
Lockpick Set: Cost: 20 (Adds 2 to Locksmith skill rolls.)
Medicine Bag: Cost: - (Adds 1 to Magic rolls)
Navigator’s Kit: Cost: 150 (Adds 1 to Navigation skill rolls).
Sawbones Kit: Cost: 50 (Adds 1 to Medicine skill rolls.)
Telescope: Cost: 75 (Adds one to rolls – Clever + Perception – to spot
something in the distance.)
Prosthetics
Batavian Grippers: Cost: 1000 (Adds 2 to the wearer’s Strong.)
Batavian Striders: Cost: 800 (Adds 1 to the wearer’s Move.)
Glass Eye: Cost: 3
Prosthetic Hands, Combat: Cost: 100 (Adds a hand-to-hand weapon, usually
a hook, to the wearer’s stump.)
Prosthetic Legs, Wooden: Cost: 10
Wooden Eye: Cost: 1
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Chapter Two: How to Play
Cargo
Basic Cargo: Cost: 500 per unit.
Standard Cargo: Cost: 1000 per unit.
Luxury Cargo: Cost: 3000 per unit.
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Chapter Two: How to Play
Ranged Weapons
Note: Batavian weapons are not commonly available. Carrying a non-authorised Batavian
weapon is punishable by death in Batavian settlements.
Ammunition
Ammunition: Cost: 10 for 20 rounds of powder and shot
Batavian Ammunition: Cost: 100 for 10 rounds
Batavian Pipe Rocket Ammunition: 200 for 1 round
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Chapter Two: How to Play
Weapon Modifications
Batavian Rifle Magnifying Sights: Cost: 300 (Adds +3 to Shooting skill. Can be attached to
rifle or Batavian Sniping Rifle.)
S = Thrower’s Strong
* On a successful to hit roll, depending on poison used, does lethal or stunning poison
damage. Lethal = one dice of damage; Stunning = Stunned for a dice of rounds.
** Blinds opponent for a dice roll of combat rounds (opponent cannot attack).
Armour
Armour Defence* Quick Cost
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Chapter Two: How to Play
Finishing Touches
If you haven’t picked a name for your pirate, do so now.
Also, give your Pirate 6 Doubloons, ready for the first game session.
Now is the time to make a few notes, if you want to, about your pirate’s
personality (kind, mean, greedy, happy-go-lucky, etc.) and earlier life (family,
previous job, criminal past, etc.).
You should also decide how old your pirate is (usually somewhere between
17-28 years old).
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Chapter Two: How to Play
A smaller version of the frigate, corvettes are fast and manoeuvrable. A pack
of corvettes, working together, can be very effective in locating and hunting
down a larger ship.
The Players are allowed to pick one of the following bonuses: +1 S; +4 H; +2
D; or +2 Ca
The starting crew is a bunch of Beginner swabs:
Whole Crew: S 8 C 1 Q 2 H 80 D 5 Mv 20
Individual Profile: Swab, S 1 C 1 Q 2 H 3 D 5 Mv 20 Sk Blades 1, Climb 1,
Shiphandling 1, Bruiser 1 Tr One dice worth of Gold X 10
Replacing crew in a pirate-friendly port is fairly easy (they fight for a share,
not a wage), and the Player’s pirates can attract new crew members according
to their level.
As the Player’s pirates go up levels (see p.58), their crew improves too (if the
Player’s pirates are different levels, use the Captain’s level).
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Chapter Two: How to Play
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Chapter Two: How to Play
Skill Points – To increase a skill your pirate already has or to learn a new one.
Spells – Only characters with the Magic ability get spells.
All Player pirates begin at 1�� Level. The Experience you need to increase your
pirate’s level, and the rewards for doing so, are as follows:
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Chapter Three
Gamekeeper
Section
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Chapter Three: Gamekeeper Section
which aren’t mentioned here and lots more that are too small to be shown
on the map (or that are undiscovered).
Note: places mentioned in bold have their own entry in this section. Numbers
refer to the map at the back of the book.
Adalantic Ocean: A vast ocean that separates the Dragon Isles from Uropa.
With fair winds it takes about 45 days to cross.
Blackwood Isle: A large forested isle to the south-west of Yamarca. The only
island in the Dragon Isles where black teak (a hardwood impervious to fire)
grows. Once an Albionic Isle, its ownership has been disputed since the
Albionic colony of New Nottunham was wiped out by giant centipedes.
Albionic, Batavian, Esbanian and Gallic expeditions send in logging teams to
grab as much timber as they can, before Islanders and giant beasts attack.
Conflagration Archipelago: A chain of islands bridging the gap between North
Morgan and Esbaniola. The southern end of the chain is infested with young
dragons. The northern end is inhabited by Islanders. Some of the coves of the
northerly islands are used by pirates. Dragon-hunters from Vannin are a
common sight in these waters.
Crone Island: One of the Three Witches, home to numerous small pirate
coves and Islander settlements. The pirates have a good relationship with the
local Islanders.
Deceit: A pirate port on the Isla de Deception.
Defiance: A dragon-hunter port on the island of the same name. Owned by
the Dragons' Run Company (known as the DRC, or just the Company). The
Company has an exclusive charter from Queen Georgiana permitting their
vessels to hunt dragons in the Dragons' Run.
Dragon Island: This unimaginatively-named island lies off the south coast of
Isla Fecunda. The only island close to the Esbanian colony of Isla Occidental
which is inhabited by a great dragon – the intelligent and insane Kaeglith (see
p.73).
The Dragons' Run: A chain of small islands stretching east-west between
Defiance and Tallula Island. Mostly populated by young dragons. Few humans
(either native or Uropan) bother to go there. Dragon-hunting ships from
Defiance are a common sight in these waters.
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The Dragon Sea: The large body of water stretching from New Albion and
the Isle of Wights in the west to the Northern Tempests in the east, and from
the Dragons' Run in the north to the Three Witches, Yamarca and Esbaniola
in the south. Surrounded by islands on all sides, but free of land in the centre,
it is a major highway for shipping. There are still undiscovered and uncharted
islands in the Dragon Sea.
East Stormgate Isle: When the revolution overthrew the old order in Gaule,
East Stormgate stayed loyal to the Ancien Régime. It has become a haven for
dispossessed Gallic nobles. The Republicans of Gaule could easily send a fleet
to wipe out the colony, but they reason that it is easier to keep an eye on the
troublemakers in one place.
Elliander Island: On the very edge of the Storm Circle lies Elliander Island. If
looks were any indication, this is an island that no pirate would dream of
approaching. Rumours abound of a ships’ graveyard, ripe with the plunder
of a hundred wrecked galleons. Seamen whisper tales of caverns beneath the
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Chapter Three: Gamekeeper Section
island which can lead a brave soul beneath the fury of the Storm Circle into
the mysteries at its still heart – but if anyone has returned from such a
journey, they have not told of what they found there.
Empty Sea: South of the Storm Circle Sea and west of the Conflagration
Archipelago lies the Empty Sea, an expanse of ocean which isolates the
Forlorn Isles from the rest of the Dragon Isles.
Esbaniola: The second largest island in the Dragon Isles and one of the islands
most settled by Uropans. It is an Esbanian colony, with rich sugar plantations
and silver mines worked by slave labour.
Farthing Isle: Like its sister isle Ha’Penny Isle, it’s occupied by a dragon.
Farthing Isle is home to Hagarion the Black, known as the Eggstealer. The
Dragon Tribe of Farthing Isle have become particularly peculiar. The jungle-
rich islands are dotted with sinister (and not particularly well-executed)
statues – which come alive and attack intruders.
Fecunda Occidental: This Esbanian colony, on the western end of Isla
Fecunda, would be as rich as Esbaniola, were it not for the resources it must
put into its interminable border war with the Insect Nation to the east.
Forlorn Isles: Greater and Lesser Forlorn are so far from the main trade routes
they would probably not be visited at all, were it not for the Gallic penal
colony on Greater Forlorn.
Goede Lucht Island: The island currently belongs to Batavia, although it has
changed hands several times in the last fifty years, having previously belonged
to Esbania, before that Albion, and before that Esbania again.
Greater Forlorn: A Gallic penal colony, where political enemies of the Republic
in Gaule are sent for punishment. It is a hell-hole.
Ha’penny Isle: Inhabited by the dragon Morfex of the Baleful Eye, whose gaze
can turn a person to stone.
High Bresayle: The southern of the two continents of the New World, lying
across the Kraken Sea from the Dragon Isles. Its people worshipped dragons
for thousands of years, sacrificing humans to them and creating great golden
treasures for the dragons’ hoards. An event in the great war, between the
Empire of Adalantas and the dragons, prevents the dragons from returning
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there. High Bresayle has since been invaded by the armies of Esbania; the
golden treasures plundered; and the people cast into slavery. Little remains
of a once proud civilisation, aside from gigantic ruins, now lost in the jungle.
Île Noire: Is also known as Black Isle. A volcanic island in the Conflagration
Archipelago, its black beaches are formed of volcanic grit and a plume of
smoke can often be seen coming from its single peak, which leads many to
suspect that a dragon lives there.
The Insect Nation: The name given to the area of Isla Fecunda ruled by
colonies of Insect People. Some of the colonies trade with Batavian merchants
in Nieuw-Brugge, mostly for firearms.
Isla de Deception: Also known as the “Island of Disappointment”, the second
island discovered by the first Esbanian explorers. It originally held an Esbanian
colony, as well as extensive Islander settlements, but the Esbanian capital,
Ciudad Deception, was captured by a pirate fleet several years ago and
renamed Deceit. It is now a pirate base.
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Islas de Ruinas: An archipelago running down the eastern side of the Storm
Circle Sea, from Isla de las Pyramides to Gouede Lucht Island. The "Isles of
Ruins" are scattered with the remnants of ancient Adalantan civilisation,
almost all of which are guarded by giant magical beasts such as cyclops,
griffins, lamias, manticores, minotaurs, and rocs, as well as magically
animated statues. Most of the islands are also inhabited by Low Adalantans.
Isla del Miedo: The “Island of Fear”. An Esbanian island, on which the earliest
Esbanian explorers first encountered a dragon. Officially ruled from Nuevo
Mundo, it has little contact with that island and has formed a trading
relationship with the Albionic dragon-hunters on Defiance.
Isla Fecunda: The largest island in the Dragon Isles. The western third of the
island is ruled by the Esbanians, and is known as Fecunda Occidental; a
peninsula on the northern coast is home to the Batavian free port of
Nieuw-Brugge; but the majority of the island is given over to insect people
colonies, which are known to humans as the Insect Nation. Immediately to
the south of Isla Fecunda is Dragon Island, home to the great dragon Kaeglith.
The Isle of Wights: Probably one of the most terrifying islands in the Dragon
Isles. A large island at the far western end of the Dragons' Run, it is home to
two dragons and two undead armies which are in a constant state of total
warfare.
The Kraken Sea: Lies between the Esbaniola and Isla Fecunda and the coast
of the mainland of the New World (High Bresayle).
Landfall Islands: An archipelago running along the north-eastern edge of the
Storm Circle Sea, from Nuevo Mundo to Isla de las Pyramides. They are
often the first landfall for ships travelling across the Adalantic Ocean from
Uropa. The islands are all inhabited by Islanders, living in uneasy truce with
the colonial powers in the north and pirates in the south.
Lesser Forlorn: Home to Garraharilon, a dragon who has come to an
agreement with the authorities on Greater Forlorn. Negotiations between
the two are mediated by a revenant known as Charles Le Mort, an undead
servant of the dragon who is believed to have been a Gallic noble in life,
although his face is so rotted that it is impossible to recognise him.
Luncastra: The capital of the Albionic colony of New Albion. A major trading
port for all nations except the Esbanians, who are not welcome.
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Maiden Island: A Batavian colony in the Three Sisters. Being next to two
pirate islands, it has learned not to draw too much attention to itself.
Molly Island: A large island between Tallula Island and the Isle of Wights, at
the western end of the Dragons’ Run. Little known by explorers due to the
dangers to be found in the area. It is said to be the home of a two-headed
dragon, Daerbrack, one of whose heads breathes fire, the other ice.
Mother Island: An island in the Three Sisters inhabited by pirates and
Islanders. Like Crone Island, it is little bothered by the Batavian authorities
on Maiden Island. The Islanders of the island, who have extensive settlements
throughout the interior, have a matriarchal culture, and have been known to
teach magic to female pirates, much to the annoyance of their male shipmates.
The Morgan Isles: An Albionic penal colony to which felons from Albion are
transported. North Morgan is officially for men, South Morgan for women,
and the tiny island of Port Alexander is the “administrative” centre of the
penal colony.
New Albion: A large and well-settled Albionic colony. The capital of New
Albion, Luncastra, has some of the attributes of a free port, with the exception
that Esbanian ships are not welcome there. The few Islanders that remain
are an embittered people, huddled in isolated mountain villages in the centre
of the island, occasionally raiding outlying Albionic farms and suffering the
inevitable reprisals from the Albionic army.
New Mann: Part of the colony of Richhaven. It is a major port for the
independent dragonhunting ships, which pursue young dragons in the
Conflagration Archipelago.
New Ys: Part of the Albionic colony of New Albion, New Ys is much less
developed than its western neighbour. Most of the island is still occupied by
the original Islander natives.
Nieuw-Brugge: The Batavian free port. The first settlement in the Dragon
Isles to be declared a free port. It is located on the northern coast of Isla
Fecunda. The governor is Anke Jansen, who is known to be stern but fair. She
is extremely loyal to the Batavian crown. Most things, aside violence, are legal
in Nieuw-Brugge, but the other main exception to this rule is the trade in
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Ruby Island: South of Molly Island at the far western end of the Dragons’
Run, and close to the Treasure Islands, Ruby Island is home to Scaramalicar,
one of the more active dragons in the Dragon Isles. Whether it is attacking
dragon-hunting ships in the Dragon’s Run or laying waste to pirate bases in
the Treasure Islands, rarely a week goes by without some horror story being
told of its exploits.
Safehaven: The Albionic free port on the island of Richport. The governor,
Sir Geribald Piggson-Trott is a former pirate, turned privateer, turned Knight
of Albion. He is totally corrupt and a bully.
Skull Island: One of the most infamous islands in the Dragon Isles. Home to
the notorious undead dragon, Necromorgius.
South Morgan: South Morgan is a penal colony for female felons from Albion.
South Alexander is also home to an Islander settlement, and recently the
shaman of the tribe has taken pity on the women’s plight and begun teaching
some of them magic.
The Southern Tempests: They stretch from northern Esbaniola, in an arc
which borders on the outskirts of the Storm Circle Sea. Largely inhabited by
Islanders, the exception is the island of Tortuga, at the north end of the chain,
which is a notorious pirate port.
Storm Circle Sea: The sea surrounding the Storm Circle, bounded to the
north-east, east and south east by the Landfall Islands and the Islas de Ruinas;
and on the west by the Northern and Southern Tempests. Although some
ships will skirt the outer edges of the sea, the unpredictability of the Storm
Circle, and the large population of fearsome ocean creatures, mean it is not
used as a major shipping route.
The Storm Circle: is surrounded by a permanent magical storm at the heart
of the Storm Circle Sea. Due to the storm barrier, ships cannot routinely
travel into the Storm Circle. Any ship trying to do so will either be caught up
in the storm and tossed off course, or destroyed.
The Stormgate Isles: The two islands on either side of the Stormgate Strait,
both colonised by Gaule.
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to gain the treasure of one of the dragons of the four great dragon islands at
the western end of the Dragon’s Run - the Isle of Wights, Molly Island, Ruby
Island and Tallula Island.
Turtle Passage: A sea-lane passing between Tortuga and Skull Island. Ships
from the Dragon Sea wishing to “cut the corner” across the Storm Circle Sea
(see Stormgate Straight) often take this route.
Vannin: An independent dragon-hunters’ port on the island of New Mann.
West Stormgate Isle: A Republican Gallic colony, opposite the Royalist East
Stormgate Isle across the Stormgate Straight. The governor of the island,
Pierre le Forge, would like to capture East Stormgate, but lacks the resources.
Yamarca: A major Gallic colony, in the Kraken Sea between Esbaniola and
Blackwood Isle. It is also home to the Gallic free port of Paradis.
Dragons
Junior Dragons
Junior dragons have no island of their own. They are the children of great
dragons, forced out of their parent’s cave as soon as they can fly. They are
usually forced to cling to a roost alongside others of their kind. Dragons
generally detest each other (dragons generally detest everyone!), and so the
juniors are constantly fighting.
Unlike the great dragons, they aren’t very clever (although they possess an
animal cunning) and they have no magic, aside from their ability to breathe
fire.
Every so often, a particularly large and clever junior, one that has risen to the
top of the heap, will attempt to fight a great dragon for possession of its island
lair. If it succeeds, killing and displacing the great beast, the junior ceases to
be a junior, becoming a great dragon instead.
Great Dragons
Great dragons are usually the rulers of their own island, though some of the
larger islands are so big that they are capable of sustaining more than one
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Undead
Some great dragons have Dragon Tribe worshippers or/and undead servants.
Much of the magic of the dragons and Dragon Tribes is necromantic and
involves the creation of undead beings. Some dragons (and therefore, where
present, their allied necromancers) are fond of keeping undead servants and
guardians.
Dragon Foibles
Most dragons have some kind of weakness:
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Feolderon
Feolderon lives on one of the islands in the Islas de Ruinas,
though stories vary as to which one. Feolderon has no
Dragon Tribe or undead followers. Its lair is especially
well-guarded by traps and no-one has ever reached the
inner cave where its treasures are stored. In human form,
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Feolderon is charming and even behaves kindly to all it meets. For statistics,
use Great Dragon II, p.95.
Garraharilon
Garraharilon dwells on Greater Forlorn (see p.63).
Garraharilon has surprisingly reached an
accommodation with the Gallic authorities on its
island – it doesn’t hunt the Gaules, but in return
some Gallic prisoners are diverted from prison to
be fed to the beast. For statistics, use Great Dragon
III, p.95.
Kaeglith
Kaeglith lives on the unimaginatively-named Dragon
Island (see p.61). It is deranged – convinced that all the
other dragons are plotting against it. Kaeglith has been
gathering information for centuries, and knows nearly
everything that's worth knowing. But in return for its
knowledge, it usually demands a high price. For
statistics, use Great Dragon I, p.94.
Scaramalicar
Scaramalicar, who lives on Ruby Island (see p.68), is one of the more active
dragons in the Dragon Isles. Scaramalicar has taken it upon itself to rid the
ocean of the pestiferous Uropans. It travels further than most dragons,
sometimes venturing the whole length of the Dragon’s Run in search of
Uropan prey. For statistics, use Great Dragon II, p.95.
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Sparajas
Sparajas lives on a tiny uncharted island, somewhere in the Conflagration
Archipelago. It is rumoured that Sparajas transforms itself into Jasper The
Bloody, the pirate captain of the mighty pirate flagship, The Fatal End. For
statistics, use Great Dragon II, p.95.
Dragon Tribes
Some dragons like to have a ready and constant supply of food to hand, and
rather enjoy the attentions of grovelling human slaves/worshippers. These
dragons rule over the Dragon Tribes.
Dragon Tribes spend most of their time doing their dragon’s bidding – beyond
hunting and gathering the bare minimum needed to themselves alive, they
are kept busy searching for captives, guarding their dragon’s hoard, building
whatever their dragon wants built, lining up to get eaten, etc.
Dragon Tribe societies tend to be bossed by the strongest warriors and most
powerful necromancers. Dragons teach these necromancers Dragon Magic
spells. Physical weakness is seldom tolerated, and the old and sick are rarely
supported (aside from on a last journey to the top of their dragon’s
mountain).
Dragon Magic
Great dragons, Dragon Tribe necromancers and liches have some magic.
How many spells do they start with?
As many spells as their Magic ability score.
How often can they cast a spell?
A creature can cast twice as many spells in a day as it has Magic.
How do they cast a spell? What’s the “Target”?
The Gamekeeper rolls a dice and add the creature’s Magic score to the total.
If the number is equal to or higher than the spell’s Target number, the spell
works. Spells that don’t work aren’t lost – the creature can try again next
round.
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Remember: Magic always fails on a roll of 1. The caster doesn’t lose the spell
from his or her daily total, but must try again next round (or at some later
time).
What spells does the creature have?
The Gamekeeper can either roll, to see what spells the creature gets; or pick
from this list:
Starting Spells
1. Confuse – This spell cause one of the opposition to be confused. If
successful, he or she may not attack for the next two combat rounds.
Range: 10 Target: 5
2. Create Zombie – This spell creates 1 dice of zombie servants.
Range: Touch Target: 5
3. Create Skeleton – This spell creates 1 dice of skeleton servants.
Range: Touch Target: 5
4. Heal – If successful, roll a dice the creature gets back the resulting number
of Health points.
Range: Touch Target: 5
5. Damage – If successful, the target loses 1 dice of Health.
Range: 10 Target: 5
6. Fear – The target cannot attack for 1 dice worth of rounds (but may run
and still has a Defence).
Range: 20 Target: 6
Intermediate Spells
1. Create Revenant – This spell turns a human into a Revenant servant (+2
Strong; -1 Quick).
Range: Touch Target: 8
2. Create Mummy – This spell allows the creation of 1 dice, divided by two,
mummy servants.
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Advanced Spells
1. Lightning – Causes a magical lightning bolt to strike an opponent. If
successful, roll a dice, and multiply the result by four to calculate the
automatic damage to opponent’s Health.
Range: 30 Target: 9
2. Create Lich – Turns a Dragon Tribe shaman into a lich.
Range: Touch Target: 9
3. Fireball – Roll a dice and multiply the result by two – anyone in the fireball’s
path (friend or foe) receive the result as automatic damage to their Health.
The fireball is 2 metres in diameter. If the caster wants to fire an extra fireball,
the Target Number difficulty increases by 2 (and a failure means neither
missile is created).
Range: 20 Target: 10/12
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Game Styles
Are you thinking of running a single adventure or a longer campaign?
Single adventures are designed to be played over one or two sessions. They
only have a few scenes, a few tasks (rescue the Governor, explore the cave,
etc.) and only one or two twists.
Campaigns usually run over several sessions and often consist of a number
of “chapters”. Each chapter might have several scenes (or one big scene), and
often there are side-goals (e.g. plunder some marvellous booty or recruit
some allies) that need to be achieved along the way to telling a much bigger
story (e.g. defeat a whole navy!).
Warning!
Whatever style you choose, story-planning is needed – if you just make
it up as you go along, it can easily fizzle out. You need to have some idea
of where the game might go, and some ideas for grand finales.
Do your Players want to follow an exciting trail or leave the path whenever
they want?
Plotted adventures have a structure, much like a book or a movie, and the
players are taken through a number of scenes leading to an exciting grand
finale.
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Sandbox adventures do not start off with a pre-determined plot – the Games
Master decides on a few themes, some locations and a number of characters
and lets the story go where it will.
Stories
What style of adventure your players would enjoy?
Lots of fighting or investigating a mystery? A romantic adventure or a
plundering romp through the high seas? A monster hunt or dungeon delve
through a dragon’s cave network? They’ll probably appreciate a mixture and
as long as there are plenty of opportunities for swashbuckling heroics and
devious double-crosses, you’ll be on the right track.
Recurring Characters
Every hero needs a nemesis, and in Pirates & Dragons there are plenty to
choose from. There are dragons; power-hungry Governors; rival pirate
captains; crazed lich lords; Uropan naval officers; mercenary pirate hunters;
powerful shamans and evil necromancers – and that’s just for starters! As
well as enemies, there are plenty of allies to choose from – and sometimes
an ally can become an enemy, or vice versa.
Whatever the circumstances, and whether friend or foe, recurring characters
often make a story stronger and a final victory sweeter.
Scale of Opposition
When designing adventures, Gamekeepers should always take account of the
abilities of the Players’ pirates compared to the opposition they are going to
face. If the Players’ pirates are always confronted with weak opposition, the
game will quickly get boring; likewise, it will become frustrating if they are
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Hazards
Most hazards in OneDice can be handled through asking for a straightforward
skill check. If you want to see if a character can get out of a smoky room, you
can ask for a roll (perhaps adding Strong, if they are going to just try to walk
through the smoke, or Quick, if they are making a dash for it, to the roll). The
difficulty should be adjusted by the scale of the threat – a large raging inferno
is harder to escape than a small blaze.
To help you judge the level of hazard and the possible consequences of failure,
check this table:
Difficulty/Target Number
Hazard Damage Examples
to avoid
Small fire, weak poison,
1 Dice divided by 2 falling up to a metre,
Minor Mild, 3
(round down) hitting thumb with a
hammer.
Moderate poison, falling
Moderate Challenging, 6 1 Dice up to three metres, hitting
hand with chisel.
Strong poison, falling up to
1 Dice multiplied
Major Very Difficult, 10 7 metres, caught in a
by 2
collapsing building.
Falling into a volcano,
1 Dice multiplied deadly poison, falling over
Deadly Near Impossible, 12+
by 3+ 7 metres, squashed by a
falling city.
As usual, offer Defence bonuses or penalties (+2/-2) if there are other factors
that might make a difference to the outcome for the character.
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Awarding Experience
Experience is usually awarded at the end of each game session.
You might want to award Experience for the following:
Example
Finding the library in the Governor’s mansion and locating all the clues that
are hidden there.
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Ships
All the ships in Pirates & Dragons are presented in this format:
Ship Type, S (Strong), Q (Quick), H (Health), D (Defence), Mv (Move), Ca
(Cargo Capacity), Cr (Optimum Number of Crew Strong/Health), Cost (Cost
of Ship in Gold)
Description.
Remember: Generally, only Huge creatures or another ship can attack a ship
– individuals and smaller creatures can’t (although they they can attack
individual crew members, but not entire crews, if they get the chance).
Remember: When a ship has half the optimum crew, or fewer, all ship rolls
are at -2.
Remember: Cost is the cost to buy a ship – selling a ship is much harder, and
prizes often go at a fraction of their true worth.
Sample Ships
Barque, S 6 Q 5 H 20 D 8 Mv 60 Ca 8 Cr 6/60 Cost 7,500
A relatively small three-masted ship.
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Rowboat, S 1 Q 2 H 6 D 4 Mv 10 Ca 0 Cr * Cost 40
*6, or fewer, individuals.
A small rowing vessel.
Ship Improvements
Only vessels Strong 3 or larger can be upgraded.
Batavian Fireplates: Not readily available on the open market. This upgrade
can only be purchased once. Fireplates provide Armour 1 (and Armour 5 vs
Fire). Cost: Half the cost of the ship.
Black Teak Hull: A ship with a black teak hull has Armour 4 vs Fire. Cost: Twice
ship cost.
Cannon Heavy: Adds extra cannon to the ship, increasing Strong by 2. Cost:
Quarter of ship cost.
Fast: The whole line of the ship is improved to add +1 to Quick. This upgrade
may be taken twice. Cost: Quarter of ship cost
Fire Silk Sails: Sails are impervious to fire damage, including dragon’s breath.
Cost: Quarter of ship cost.
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Steal One
The preferred option is to steal one – a captured vessel might be sold, but it
might be converted into a new pirate ship.
Buy One
It isn’t always easy to buy a ship – aside from having to raise the money, the
characters will have to find somebody willing to sell them one. Large military
vessels don’t change hands, so even if they could afford one, characters aren’t
going to be able to simply purchase a frigate, ship-of-the-line or balena-
galleon!
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Get Credit
This is often the only means a pirate captain has of getting a new ship. Only
the most ruthless and efficient criminal organisations will offer credit to a
pirate – so it should be made clear that defaulting on a payment will have
dire consequences. Credit terms are usually short (because pirates tend to
die so young) – one, two, or three years, at most. The total cost is usually
150%-200% of the list price. Many pirates are solely working to pay off a bad
loan, and are constantly in debt to a dangerous lender.
Magic Items
The Adalantans created items of great power, long ago, and some of these
artefacts are still to be found, buried within ancient Adalantan ruins.
Most Adalantan devices are powered by Adalantan crystals. Without the
crystal inset into the device, the item is non-magical (if nevertheless, still
unusual).
Amplified Armour: Amplified armour gives a Defence bonus. Bonus: From +1
to +6 Defence.
Adalantan Crystal: Power crystals designed to be installed in Adalantan magic
items.
Archer’s Amulet: Increases accuracy when firing bows. Bonus: +1 to +6 to
Archery.
Boots of Bounding: Boots of bounding require two power crystals (one for
each boot!). Bonus: +1 to +3 to Quick.
Brooch of Bossing: The wearer finds that they are invariably able to find the
right thing to say. Bonus: +1 to +5 to Command, Intimidate and Negotiate.
Colliding Cutlass: The colliding cutlass homes in on the wielder’s target.
Bonus: +1 to +6 to hit.
Crackle Carbine: Shoots a lightning-like bolt towards a target once per round.
Bonus: Damage 5 ignoring all armour (including dragon scales); range 100m.
Cup of Creation: A cup full of a pleasant tasting drink. Bonus: Once every 24
hours the swet-tasting liquid magically replenishes itself.
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Cutlass of Cutting: The cutlass of cutting gives a damage bonus. Base damage
3. Bonus: +1 to +6 damage.
Cutlass of Cruelty: The colliding cutlass homes in on the wielder’s target and
does increased damage. Base damage 3. Bonus: +1 to +6 to hit; +1 to +6
damage.
Circlet of Stealth: The wearer is caused to appear slightly insubstantial
(anyone wearing one in public, and seen, will look most odd!). Bonus: +1 to
+3 to Defence; +1 to +6 to Sneaky.
Girdle of Girding: A robust girdle. Bonus: +1 to +6 to Health.
Helmet of Helping: Lucky headgear. Bonus: The wearer gets +1 Doubloon at
the start of each game session.
Mitts of Might: Strange half-gloves. Bonus: +1 to +3 to Strong.
Pot of Plenty: An urn which generates magical food. Bonus: Contains enough
food to feed between 5-30 people for a day (depending on the size of the
pot). Once emptied, the pot magically refills, 24 hours later.
Ring of Reckoning: Heightens wearer’s senses. Bonus: +1 to +6 to Perception.
Rod of Wrath: The rod of wrath discharges a bolt of energy, towards a single
target. Can be used once per combat round. Bonus: +1 to +5 to Shooting skill
and 1 to 10 electrical damage.
Sandbowl of Spying: If the bowl is filled with sand, it can be used as a spying
device. Bonus: The user can view any place he or she has ever visited, the
location magically appearing in the sand. The vision allows the viewer to see
all activity taking place at the location, at the time of viewing, and lasts for
one dice roll of minutes, after which the sandbowl remains inactive for 24
hours.
Shield of Stopping: When gripped, creates a magical aura around the holder.
Bonus: +1 to +6 Defence against missiles.
Staff of Stunning: An ornate and twisted staff. Base damage 3. Bonus: Any
successful blow to an opponent’s head causes the target to be stunned
(completely unable to act) for one dice worth of combat rounds.
Thong of Throwing: A skimpy leather thong. Bonus: +1 to +6 to Throw.
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Vest of Vice: A skimpy vest. Bonus: The wearer is immune to the effects of
alcohol and seduction.
Whip of Woe: A long and lethal looking whip. Base damage 1. Bonus: +1 to
+6 damage and drains one point of the target’s Strong every time it hits.
Wristband of Wrestling: A brass-like band, to be worn around the wrist.
Bonus: +1 to +6 to Bruiser.
Creatures
All the creatures in Pirates & Dragons are presented in this format:
Creature’s Name, S (Strong), C (Clever), Q (Quick), M (Magic, if it has some),
H (Health), D (Defence), Mv (Move), Sk (Skills, if any), Sp (any special abilities),
Ha (the creature’s habitat), Tr (the creature’s treasure), F (whether the
creature is friendly or not), X (the amount of Experience awarded for killing
the creature).
Description.
Note: When rolling to hit, breath weapon attacks use the creature’s Quick +
their skill rating. Breath weapons hit anyone in their path (range in metres =
skill in breath weapon X 3).
Special Abilities
Some common special abilities are:
Fly – Flying creatures can fly.
Grip/Constrict – Creatures that can grip and/or constrict, do not need to roll
to hit again, after the first successful to hit roll, but can deliver damage
(according to that listed for the type of attack) to the gripped target
automatically.
Huge – Huge creatures are so big they can attack whole ships and entire
crews, as well as individual Players’ pirates.
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Habitat
Some creatures can live almost anywhere, others are confined to one habitat
(e.g. the ocean). In the Ha entry, each creature has either a list of letters,
describing where they might be found (or “Any” if they can be found
anywhere).
The letters represent the following:
A – Air
AR – Adalantan Ruins
B – Beach
C – Caves
D – Desert
J – Jungle
M – Mountains
O – Ocean
Se – Settlement
Sw – Swamp
Friendly Creatures?
Some creatures might be friendly; others are almost always hostile; and some
are only hostile when threatened.
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Friendly creatures are generally helpful, but if threatened they will probably
defend themselves. For example, orcas (killer whales) generally like humans,
but if an individual harms an orca, that orca will remember the individual and
may well attack him or her on sight.
Neutral creatures will generally avoid confrontation, but if threatened, they’ll
probably fight back.
Hostile creatures will generally attack on sight – often seeing humans as mere
food. Some more clever hostile creatures might make exceptions, content to
make a deal if it gives them an advantage.
Note: While dragons are listed as Hostile, some great dragons are Neutral (or
even Friendly!).
Fantastical Creatures
Adalantan, Low S 3 C 1 Q 2 H 9 D 9 Mv 20 Sk Bludgeon 2,
Bruiser 2, Sneaky 3, Track 3 Ha AR Tr 1 Dice Gold F Hostile X
20
Squat, powerful, club-wielding blue humanoids with razor
sharp pointed teeth.
Anthropophagi S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Archery 3,
Bludgeon 1, Sneaky 2 Ha J Tr 1 Dice x 3 Gold F Hostile X 20
Headless cannibals, whose faces are set into their chests.
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Chapter Three: Gamekeeper Section
Cyclops S 7 C 1 Q 1 H 15 D 12 Mv 10 Sk Bludgeon 4* Tr 1
dice x 50 Gold Ha AR, C F Hostile X 250
*Cyclops use giant clubs that do 5 damage.
One-eyed giant brutes.
Cynocephalus S 2 C 2 Q 3 H 6 D 9 Mv 30 Sk Bite 2 (2
Damage), Sneaky 2, Track 3 Ha C, J, M Tr F Friendly X 35
Dog-headed humanoids.
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Chapter Three: Gamekeeper Section
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Chapter Three: Gamekeeper Section
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Chapter Three: Gamekeeper Section
Grabber, Gibbering S 6 C 1 Q 5 H 18 D 12 Mv 50 Sk
Bite 4 (Damage 5) Sp Swallow Ha AR, C, J, M, S Tr 1
dice x 30 Gold F Hostile X 175
Huge mouthed beastie, capable of swallowing a
human whole!
Griffin S 6 C 1 Q 5 H 18 D 10 Mv 50 Sk Peck/Claw 2
(Damage 4) Sp Fly Ha AR, A, M F Neutral X 210
Foul-tempered winged creature, sometimes used as
mounts by Islanders.
Grim, Glowing S - C 2 Q 2 H 10 D 6 Mv 20 Sk
Grim Sensation 4* (1 dice damage) Sp
Immunity** Ha AR, B, C, J, M, S Tr 1 dice x
30 Gold; roll 1 dice, on a 6, 1 magic item F
Hostile X 125
* Armour does not protect the wearer
against this supernatural attack.
**Can only be damaged by magic weapons or spells.
Malevolent ball of light – although not fast, it always hovers where it will be
difficult to catch.
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Chapter Three: Gamekeeper Section
Hupia S 5 C 2 Q 4 H 20 D 10 Mv 40 Sk Disguise 4,
Bite/Claw 3 (Damage 4) Ha AR, B, C, J, M, S Tr 1 dice
x 20 Gold; roll 1 dice, on a 6, 1 magic item F Hostile X
170
Faceless horror, which can disguise magically disguise
itself to look like a regular human.
Horror, Lurking S 5 C 2 Q 5 H 25 D 12 Mv
50 Sk Push Back 4 (Damage 4), Telekinetic
Hurl 2 (Damage 3) Sp Immune* Ha AR, C,
J, M, S Tr 1 dice x 25 Gold; roll 1 dice, on a
6, 1 magic item F Hostile X 220
*Can only be damaged by magic weapons
or spells.
Unpleasant lurker in the shadows.
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Chapter Three: Gamekeeper Section
Kraken S 14 C 2 Q 4 H 30 D 10 Mv
40 Sk Tentacle 3 (Damage 6) Sp
Huge, Grip Ha O F Hostile X 2000
*It attacks with both of its long
tentacles, so can roll to hit twice
per round.
A truly gigantic squid, with 6 short
tentacles and 2 long ones.
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Chapter Three: Gamekeeper Section
Manticore S 6 C 2 Q 4 H 18 D 10 Mv 40 Sk
Claw/Bite 3 (Damage 4), Sting 4 (Damage
5+Poison) Sp Poison Ha AR Tr 1 dice x 1,000 Gold,
roll 1 dice, on a 3, 4, 5 or 6, 1 magic item F Hostile
X 400
With a lion body, person’s face and scorpion tail,
the manticore makes a fearsome guardian of
Adalantan ruins.
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Chapter Three: Gamekeeper Section
Merman S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Bludgeon 2 Ha O, B
Tr 1 dice x 3 Gold F Hostile X 18
Fish-headed, with a man’s lower body, the mermen worship
the mermaids. They can breathe air or water.
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Chapter Three: Gamekeeper Section
Monkey Bat S 1 C 1 Q 4 H 3 D 8 Mv 40 Sk
Bite/Claw 1 (Damage 1) Sp Fly Ha AR, C, A, J, M
Tr 1 dice Gold F Neutral X 8
A small winged monkey, annoying, but popular
as a pirate pet.
Mummy S 5 C 3 Q 1 H 12 D 8 Mv 10 Sk Bruiser 5 Sp
Vulnerability* Ha AR, C, D, M Tr 1 dice x 100 Gold F
Hostile X 75
*If successfully attacked with fire, the mummy takes
an extra dice worth of damage.
Human undead, created from especially embalmed
corpses and brought to life by dragon magic.
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Chapter Three: Gamekeeper Section
Nesophontes, Giant S 5 C 1 Q 3 H 15 D 7 Mv
30 Sk Bite/Claw 3 (Damage 5+Poison) Sp Huge,
Poison Ha AR, J Tr 1 dice x 40 Gold F Hostile X
100
Giant venomous shrews.
Pelican, Zombie S 3 C 1 Q 2 H 9 D 6 Mv 20 Sk
Bite/Noxious Breath 2 (Damage 2)* Sp Noxious
Breath* Ha AR, B, A, S Tr 1 dice x 3 Gold F
Hostile X 35
*If hit by a successful noxious breath attack, as
well as losing corrosion damage, the target is
stunned/throws up for 1 dice of rounds.
An undead pelican.
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Chapter Three: Gamekeeper Section
Revenant S 4 C 2 Q 2 H 12 D 8 Mv 20 Sk Bludgeon 2,
Blades 2 Sp Invulnerable* Ha AR, C, D, M Tr 1 dice x 25
Gold F Hostile X 80
*A revenant can only be killed by fire, beheading, or
magic – otherwise it will rise again, fully recovered, in 24
hours.
An undead human, who usually acts as a willing servant to a great dragon.
Sand Sucker S 8 C 1 Q 3 H 20 D 9 Mv 30 Sk
Bite 4 (Damage 6) Sp Huge, Swallow Ha B,
D, A Tr 1 dice x 10 Gold; roll 1 dice, on a 6,
1 magic item F Hostile X 700
A huge creature, that opens its body up
below the sand, to trap and kill its prey.
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Chapter Three: Gamekeeper Section
Skeleton S 2 C 1 Q 3 H 6 D 6 Mv 30 Sk Blades 3,
Archery 2 Ha AR, C, D, M Tr 1 dice Gold F Hostile X
25
Animated skeletons, usually of long-dead humans.
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Chapter Three: Gamekeeper Section
Storm Stingers S 2 C 1 Q 3 H 6 D 7 Mv 30 Sk
Sting 2 (Damage 2+Poison) Sp Fly, Poison Ha
A F Hostile X 25
Giant wasp-like creatures, who fly around
near the eye of a storm.
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Chapter Three: Gamekeeper Section
Swamp Dwellers S 5 C 1 Q 2 H 12 D 8 Mv 20 Sk
Bruiser 3, Vine Whip 4 (Damage 2) Sp
Regeneration* Ha S Tr 1 dice x 30 Gold F Hostile
X 120
*Swamp dwellers regenerate 2 Health per round
(unless reduced to 0 Health, at which point they
die).
Nasty swamp monsters, who prefer to eat fungus people, but will happily kill
anyone else on principle.
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Chapter Three: Gamekeeper Section
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Chapter Three: Gamekeeper Section
Alligator, Giant S 10 C 1 Q 1 H 25 D 12 Mv 40 Sk
Bite 5 (Damage 10) Sp Huge Ha S Tr 1 dice x 100
Gold; roll 1 dice, on a roll of 4-6, 1 magic item F
Hostile X 600
Really large reptilian swamp dweller.
Ape, Cannibal S 7 C 1 Q 4 H 20 D 10 Mv 40 Sk
Bite/Tear 5 (Damage 6) Ha AR, J, M Tr 1 dice x 20
Gold F Hostile X 160
Aggressive ape who likes the taste of human flesh.
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Chapter Three: Gamekeeper Section
Beetle, Giant S 4 C 1 Q 3 H 12 D 10 Mv 30 Sk
Mandibles 2 (Damage 4) Ha C, D, J Tr 1 dice x 10 Gold
F Hostile X 40
A giant beetle which can cling to walls and ceilings,
as well as scuttle along the floor.
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Chapter Three: Gamekeeper Section
Crab, Monstrous S 8 C 1 Q 2 H 20 D 12 Mv 30 Sk
Pincer 4 (Damage 6) Sp Huge, Grip Ha B, O Tr 1 dice
x 200 Gold; roll 1 dice, on a roll of 4-6, 1 magic item
F Hostile X 400
A crustacean so large that its empty shell would
serve as a small hut.
Dolphin S 4 C 2 Q 6 H 12 D 9 Mv 50 Sk Bite 1 (2
Damage), Stun Shark 5 (stuns shark for 1 dice of
rounds) Sp Regeneration*, Assist** Ha O F
Friendly X 20
*Regenerates 1 Health per hour.
**Can assist a human (even if the human is
unconscious) in the water (taking them to shore, a boat, etc. if there is one
near).
Clever cetaceans who are generally friendly towards humans and water folk.
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Chapter Three: Gamekeeper Section
Frog, Giant S 5 C 1 Q 3 H 12 D 6 Mv 40 Sk
Swallow 3 Sp Swallow Ha C, J, S Tr 1 dice x 20
Gold F Hostile X 60
An outsized frog, which might try to gulp down
a small human.
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Chapter Three: Gamekeeper Section
Jaguar S 5 C 1 Q 5 H 12 D 12 Mv 50 Sk Claw/Bite 5
(Damage 2) Ha C, J, M, S F Neutral X 80
A solitary hunter that is generally shy of humans.
Jellyfish, Giant S 1 C 1 Q 2 H 15 D 3 Mv 2 Sp
Poison* Ha O F Neutral X 20
*Anyone who brushes the tendrils takes
automatic poison damage – so dangerous when
swarming.
An outsized jellyfish, which delivers a mighty
sting to anyone unfortunate enough to brush
against its tendrils.
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Chapter Three: Gamekeeper Section
Monkey, Medium S 3 C 1 Q 4 H 9 D 8 Mv 40 Sk
Bite 3 (Damage 2), Stealthy 2 Ha AR, B, J, M Tr 1
dice x 2 Gold F Neutral X 25
A medium-sized mischievous monkey.
Monkey, Large S 6 C 1 Q 4 H 15 D 9 Mv 40 Sk
Bite/Rip 5 (Damage 5), Stealthy 1 Ha AR, B, J,
M Tr 1 dice x 10 Gold F Neutral X 75
A large lumbering monkey.
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Chapter Three: Gamekeeper Section
Octopus, Giant S 9 C 2 Q 4 H 25 D 8 Mv 40 Sk
Tentacle 4 (Damage 5) Sp Huge, Grip Ha O F
Neutral X 1,000
*It attacks with 2 of its 8 long tentacles, so can
roll to hit twice per round.
An outsized octopus which can breathe air long
enough to cause havoc on the deck of a ship, or
even drag a vessel below the waves.
Orca S 9 C 2 Q 5 H 25 D 8 Mv 50 Sk Bash/Bite 3
(Damage 6) Sp Huge Ha O F Friendly X 500
Also known as a killer whale – generally helpful
to humans, unless misused.
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Chapter Three: Gamekeeper Section
Scorpion, Giant S 9 C 1 Q 3 H 27 D 10 Mv 40 Sk
Bite 1 (Damage 3), Pincers 2 (Damage 4), Sting
3 (Damage 4+Poison) Sp Huge, Poison, Grip* Ha
AR, B, C, D, M Tr 1 dice x 20 Gold; roll 1 dice, on
a roll of 4-6, 1 magic item F Hostile X 950
*When using pincers.
An outsized scorpion.
Shark S 5 C 1 Q 3 H 15 D 9 Mv 60 Sk Bite 4
(Damage 5) Ha O Tr Hostile X 150
A predatory fish with razor sharp teeth.
Shark, Giant S 13 C 1 Q 3 H 40 D 10 Mv 70 Sk
Bite 4 (Damage 12) Sp Huge Ha O F Hostile X
1,250
An outsized predatory fish with razor sharp
teeth.
Snake, Constrictor S 5 C 1 Q 2 H 10 D 6 Mv 15 Sk
Constrict 1 (Damage 2) Sp Grip Ha J, S F Neutral X
40
A large snake which kills its prey by crushing the life
out of it.
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Chapter Three: Gamekeeper Section
Snake, Venomous S 1 C 1 Q 4 H 3 D 6 Mv 40 Sk
Bite 3 (Damage Poison), Sneaky 3 Sp Poison Ha
AR, B, C, D, J, M, O, S F Hostile X 12
A poisonous snake.
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Chapter Three: Gamekeeper Section
Whale, Giant S 26 C 3 Q 2 H 75 D 11 Mv
60 Sp Huge, Swallow Ha O Tr (In gut) 1
dice x 200 Gold; roll 1 dice, on a roll of 4-6,
1 magic item F Friendly X 2,000
A whale so huge that it can swallow an
entire ship. Anyone swallowed by a giant
whale can live in its body – if they can find
enough to eat and drink – until the whale decides to eject them.
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Chapter Four
Adventure Seeds
Betrayed
The Player’s pirates receive a proposal from another pirate captain, asking
them to join with her and take part in a coordinated heist.
Starting Point: Port; the open sea.
The Job: The Player’s pirates are approached by Captain Agnes “Redeye”
Hinge, who suggests her ship (The Gargling Janet) and theirs band together
to perform a dangerous heist. A gold-stuffed privateer, Harbinger, is due to
pass nearby fairly soon. The large brigantine will be too much for one pirate
vessel to handle – but so much treasure is too good an opportunity to pass
up - it makes sense to work together and divide the spoils.
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Chapter Four: Adventure Seeds
Events: Agnes hasn’t told the party the whole story – there’s no gold aboard
the Harbinger. In fact, most of the cargo is fairly low value. But Captain
Fortitude Strange has the true prize that had caused him to cross the Adalantic
Ocean – a giant electric-blue gemstone. The gem has been stolen from the
Esbanians (who in turn stole it from a remote tribe from High Bressayle).
Captain Strange secured it on behalf of an Albionic Earl, Lord Whinesby – who
is really acting on behalf of Queen Georgiana. Georgiana can’t be seen to be
directly buying the stolen gem (although once it is in her treasury, she’ll want
to show it off!).
Captain Agnes hopes that the Player’s pirates and their ship will help to keep
the Harbinger engaged long enough for her to secure the prize – and she’ll
try to ensure that the Player’s pirates and their crew do most of the actual
fighting. Once the Harbinger has been boarded, Agnes will try to steal the
gem (which is in a safe, in Strange’s cabin), without the Player’s pirates finding
out, and then she’ll sound the retreat. The Player’s pirates may never realise
they’ve been used, but they may see Agnes, holding the gem up to the light,
as her ship heads off into the distance.
Locations: A free or pirate port; the open sea.
Suggested NPCs: Captain Hinge; Hinge’s Pirate Crew; Captain Strange;
Strange’s Privateer Crew.
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Chapter Four: Adventure Seeds
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Chapter Four: Adventure Seeds
perform a forced marriage ceremony (the captain could get another sea
captain to perform the ceremony, but he wants to see it “done properly!”).
The Player’s pirates will have to work out a way of assaulting the tower (an
old abandoned Uropan fortification) and releasing the prisoner. There’s
no-one else on the island, other than the pirates, but Horn’s ship is bigger
than the Player’s pirates’ – and he has a large enough crew to defend both
his ship and the fort.
Alternatively, the Player’s pirates may arrive to find that the Governor’s
daughter (or son) has run off willingly with the pirate, and actually does want
to marry him! Do they “rescue” her (or him) anyway, to claim the reward?
Locations: The governor’s mansion; pirate port; the open sea; a remote island.
Suggested NPCs: The governor; the governor’s daughter; Captain Ramsey
Horn.
The Governor, S 2 C 4 Q 2 H 6 D 6 Mv 20 Sk Blades 1, Trade 4, Lore 2 X 30
Doubloons 2
Captain Ramsey Horn, S 5 C 3 Q 2 H 15 D 12 Mv 20 Sk
Blades 3, Bludgeon 2, Shiphandling 2, Navigation 2,
Command 3, Bruiser 3, Shooting 2 X 250 Doubloons 5
Horn’s Crew, S 16 (14+2) C 2 Q 2 H 140 D 7 Mv 20
Individual Pirate, S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Sneaky
1, Blades 2, Climb 1, Shiphandling 1, Shooting 1, Bruiser
1 Tr One dice worth of Gold x 5 X 50
Horn’s Ship, S 12 Q 7 H 35 D 10 Mv 70 Ca 8 Cr 14/140 Cost 22,500
Further Adventures: On returning to the governor, the party might find the
navy has arrived and the governor has betrayed them; or they might find the
governor has fallen ill – perhaps Ramsey has persuaded a Dragon Tribe
necromancer to curse the poor man (probably in exchange for slaves). The
only way to lift the curse is to slay the necromancer, but that will mean
sneaking onto an island which contains an angry dragon and hostile tribe.
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Chapter Four: Adventure Seeds
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Chapter Seeds: Adventure Seeds
Captain Talcum “Fiendish” Fiend, S 4 C 3 Q 2 H 12 D 12 Mv 20 Sk Blades 4,
Bludgeon 4, Shiphandling 3, Navigation 3, Command 4, Gambling 3, Bruiser
3, Shooting 2 X 150 Doubloons 5
Captain Fiend’s Crew: S 21 (20+1) C 2 Q 2 H 200 D 7 Mv 20
An Individual Swab: S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Sneaky 1, Blades 2, Climb
1, Shiphandling 1, Shooting 1, Bruiser 1 Tr One dice worth of Gold X 50
Captain Fiend’s Ship: S 10 Q 4 H 50 D 10 Mv 50 Ca 16 Cr 20/200 Cost 40,000
Further Adventures: If they survive, Talcum Fiend and his daughter might
appear in further adventures – as allies of foes. If the party manage to
befriend Isabel, she might decide she wants to join their crew (which will
probably annoy her father, which is kind of the point, as far as she is
concerned). If the party has earned the enmity of Talcum, he’ll do everything
in his power to make their lives a misery – although, if his daughter joins the
Player’s pirates’ crew, he’ll stop short of actually wanting to destroy their
ship. If the party manage to befriend Talcum, he’ll be a powerful ally – a useful
trump card to play against another rival crew.
Crackdown
The Player’s pirates realise there is a lot more hostile shipping on the ocean
than usual They’ll witness other pirate ships overwhelmed and have to flee
or fight for their own survival. Once they hit port (which they might be keen
to do, so they can lie low awhile), they’ll hear lots of bad news – the Uropan
powers have suspended hostilities with each other, in order to wipe out piracy
once and for all.
If in a pirate have, the party might even witness a land assault first-hand
(buildings set afire by naval bombardments and land troops attacking the
settlement).
The pirates might come up with their own plan for fighting back or riding out
the situation (e.g., pretending to be pirate hunters themselves, etc.). At some
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Chapter Four: Adventure Seeds
point a pirate council member or other friendly captain (who has lost his or
her own ship) will suggest a solution – the Uropan powers need to start
fighting each other again. Using some old uniforms and striking the colours
of one of the Uropan nations, the disguised Player’s pirates need to stir up
trouble.
Pirates vs Dragon
Having acquired a map, the pirates realise that it might be possible to sneak
into a great dragon’s cave and steal some of its hoard. There are a number
of ways that things might proceed – perhaps the map is genuine and was
made in good faith by a previous explorer. If so, the party may well be able
to infiltrate the dragon’s cave (if they can sneak past any Dragon Tribe or
undead guards) and make off with the treasure. Alternatively, the map might
have been made and disseminated at the dragon’s behest – a good way of
encouraging food into its larder!
War!!!
The pirates have had enough of being pursued by a particular Uropan power,
and have decided to assemble every ship they have and teach them a lesson.
The action could be decided by a series of individual encounters (the pirates
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Chapter Seeds: Adventure Seeds
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Chapter Four: Adventure Seeds
28
24
42
12
23
31
33 6
48
52
27 29
3
1
Kraken Sea
11
15
16
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Chapter Seeds: Adventure Seeds
Adalantic Ocean
7
47 21 38
19
5
4
25
50
36
Dragon Sea
44 20
9
34
49 C Storm Circle Sea
18
B 45 22
10
43
A 13
41 32 8 35
51
39
2 The Empty Sea
17
14
26
30
37
46 40
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Player: __________________________________
OneDice Character: _______________________________
Clever Defence
Quick Move
Magic Spells
Captain: ________________________________
Move
Whole Crew
S: C: Q: H: D: M:
Individual Crew
S: C: Q: H: D: M:
Notes
____________________________________________________________
____________________________________________________________
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OneDice
Quick and easy fantasy pirate roleplaying
CW005003