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OneDice - Pirates & Dragons

OneDice Pirates & Dragons is a role-playing game that combines elements of piracy and fantasy, set in a world filled with treasure, magic, and dangerous creatures. The book provides rules for gameplay, character creation, and adventure ideas, as well as detailed descriptions of the Dragon Isles and its inhabitants, including pirates, dragons, and various tribes. Players take on the roles of pirates navigating this rich world, while a Gamekeeper directs the story and manages the game mechanics.

Uploaded by

Garry Moss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
490 views134 pages

OneDice - Pirates & Dragons

OneDice Pirates & Dragons is a role-playing game that combines elements of piracy and fantasy, set in a world filled with treasure, magic, and dangerous creatures. The book provides rules for gameplay, character creation, and adventure ideas, as well as detailed descriptions of the Dragon Isles and its inhabitants, including pirates, dragons, and various tribes. Players take on the roles of pirates navigating this rich world, while a Gamekeeper directs the story and manages the game mechanics.

Uploaded by

Garry Moss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction: Sets the stage for the game, describing the pirate and dragon theme and basics of the book's contents.
  • Chapter 1: The Dragon Isles: Explains the geography, societies, and notable features of the Dragon Isles, including tribes and pirate codes.
  • Chapter 2: How to Play: Provides detailed instructions on character creation, skills, and gameplay mechanics for OneDice Pirates & Dragons.
  • Chapter 3: Gamekeeper Section: Offers guidance to gamekeepers on running the game, including managing hazards, rewards, and additional game elements.
  • Chapter 4: Adventure Seeds: Presents a collection of adventure ideas and narrative hooks for gamekeepers to use in campaigns.
  • Dragon Isles Map: Provides a visual map of the Dragon Isles to aid in gameplay navigation and strategy.
  • Character Sheet: Supplies blank character sheets for players to record information about their characters and crew.
  • Credits: Acknowledges contributors and provides licensing information for the OneDice Pirates & Dragons game.

ODW-1

ODG-1

OneDice

Quick and easy rules for fantasy pirate roleplaying


OneDice
Quick and easy rules for fantasy pirate roleplaying

by Peter Cakebread & Ken Walton

OneDice System Design by Peter Cakebread


Layout, Proofing, Editing, Cover Design: Ken Walton
Cover Illustration: MANDEM

Interior Illustrations: Tim Rigby and Gary Buckland

Map: Gary Buckland & Ken Walton

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

Pirates like gold.


Dragons like gold.
When the terrors of the sea meet the terrors of the sky,
there’s bound to be trouble!

OneDice Pirates & Dragons is a game about pirates!


And Dragons!
And treasure and magic and fantastical islands inhabited by dangerous beasts
and mean sorcerers!
Whether hunting for gold, dodging the navy or outwitting the monsters – you
get to be the heroes or scoundrels of the story (and probably both!).

About This Book


This book contains everything you need to know to play or run swashbuckling
pirate games in the world of Pirates & Dragons.
The Introduction is what you are reading now.

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.

What is a Role-playing Game?


Role-playing games (RPGs) are a kind of “Let’s pretend” – but you don’t need
to dress up and run around, you all play around a table, using your
imaginations to tell the story.
Players play a character in the imaginary Pirates & Dragons world – and you
describe what your character says and does.
You can say exactly what you want to say (as long as it is the kind of thing
your pirate character would say), get your character to attempt to do

More on Gamekeepers and Players


Perhaps the best way to describe the difference between the Gamekeeper
and the Players is to imagine it’s like a pirate movie. The Gamekeeper
writes and directs, as well as playing all the extras, villains, etc. The Players
are the actors, who play the role of the main heroes (their pirate
characters). But, unlike in the movies, there isn’t a set script that everyone
has to follow – the Players decide what their characters are going to say
and do, and those actions will often change the direction the movie takes
and the reactions of the Gamekeeper’s characters.

4
Introduction

The Other Pirates & Dragons


There are two versions of the Pirates & Dragons RPG; the one you hold
in your hand, and the Renaissance edition. The other edition of the game
is a huge 348-page full colour book, with much more information on the
game world and a more complex set of game rules using the Renaissance
D100 systen. They are both set in the same game world, so information
from that book and its supplements can be used to enrich your games of
OneDice Pirates & Dragons, but they are not at all necessary to enjoy this
game.

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.

What Will I Need to Play?


This book; some friends to play with (two is enough for a game, but more is
better); some pens, pencils and paper; some tokens to represent Doubloons
(toy coins, poker chips, squares of cardboard - whatever really); and a
six-sided dice (the sort you get in most board games).

Rolling the Bones


A six-sided dice is the only dice you need to play the game. When you want
your character to do something that is risky (such as have a fight, climb a
steep cliff, etc.), the Gamekeeper will give you a Target Number and ask you
to roll a dice to beat it. You’ll roll a number between one and six – which you
might get to add a bonus to. What you rolled, including bonuses, is compared
to the Target Number. If you equal it or beat it, your character succeeds in
what he or she was trying to do, if you don’t, your character fails.
If you fail, you might need to spend some Doubloons to save your character.
Everyone has some Doubloons at the start of each game session. You can use
these to perform cool stunts or avoid disaster.
So it’s simple – you roll your dice, add any bonuses, and find out if your
character has had a success or failure.

6
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

7
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

8
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.

The Uropan Colonies


Esbania settled a few strategic Dragon Isles on the route to High Bressayle,
building ports and plantations. The other major Uropan powers, jealous of
the new Esbanian wealth, founded their own colonies on other Dragon Isles
islands – from these they sent privateers to plunder the Esbanian ships.
The main Uropan powers are:

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.

9
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.

Albionic, Esbanian and Batavian island Governors sometimes enslave


Islanders, forcing them to work as slaves on their plantations.

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

10
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.

11
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
12
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!).

13
Chapter One: The Dragon Isles

The Pirate Code Aboard the Serpent’s Jewel


● Every pirate aboard the Jewel has a vote in the running of things.
● Every pirate aboard the Jewel has the right to food and strong
liquor, unless scarcity forces a vote to forbid it.
● Every pirate has a right to one share of the booty. Captain Federica
has the right to three shares. The Ship’s Master has the right to
two shares.
● If any pirate steals from the common treasury they shall be
marooned in a deserted place.
● If any pirate deserts in battle, unless the cause was hopeless, they
shall be marooned in a deserted place.
● If any pirate steals from another member of the Jewel’s crew he
or she will be nicked on the ear with the Ship Master’s blade and
put down at the next pirate port.
● No fighting between crew members while at sea. All grudges are
to be settled on dry land, with cutlass and pistol.
● Every pirate must keep his or her weapons in good working order.
● Marooned pirates are to be granted one hunk of bread, one flask
of rum, and one pistol (with powder and a single bullet).
● If any member of the Jewel’s crew should go bare-footed while at
port they will be fined 1/3 of their share.

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.

14
Chapter One: The Dragon Isles

The Pirate Code


Nearly every pirate ship lives by a pirate code. Most crews have some fairly
standard rules – about what you can and can’t do; how decisions are made
and the division of spoils; punishments for people breaking the rules, etc.
The precise details always vary. Some crews have a few rules that are unique
to their own ship. Ships without any such code are usually ruled by the biggest
bully – but to rule a mob of pirates the bully had better be truly fearsome!

Pirate Ports and Settlements


Pirates rarely settle down and retire. But even pirates need bases, be it a
friendly Uropan port that turns a blind eye or a pirate run sprawl on a remote
island.
The most infamous pirate port in the Dragon Isles is Tortuga, located at the
northern end of the Southern Tempests.

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.

Dares, Wagers and Quests


Pirates are suckers for dares, wagers and quests. If any two pirate captains
get together, they will invariably end up making a wager or declaring a
challenge of some sort. Likewise, and even where a Pirate Code forbids it,
crew members are constantly gambling away their plunder, rations, and the
shirts off their backs.

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

15
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.

The Storm Circle Sea


In the centre of the eastern chain of the Dragon Isles lies the Storm Circle
Sea. The waters of the Storm Circle Sea are treacherous and chaotic, a
constant tempest rages over the area. Ships cannot enter, as they are almost
certain to be smashed on entry.

16
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.

17
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!

Your Pirate’s Background


Pirates don’t usually start out as pirates. They mostly choose the life because
they want to run into trouble (and adventure) or else they are forced to
become a pirate to escape from trouble or the law. All pirates either have an
Islander or Uropan background. Your pirate’s background determines how
many points they have to spend on abilities.

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.

18
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.

19
Chapter Two: How to Play

20
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

21
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.

22
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.

Creating New Skills


You might want a skill that is not listed above. New skills can only be created
with the Gamekeeper’s permission. When coming up with a new skill there
are two things to check:
1. Check it isn’t already covered by another skill.
2. Check it is reasonable – a skill should be useful, but not more powerful than
the existing skills.

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Chapter Two: How to Play

Example Skill Sets


Every pirate has a job aboard ship – and the Player’s pirates are the heroes
(or scoundrels) who have the most important jobs. The following are
examples of the kind of skills you should choose, according to the job your
pirate does on the ship.
Captain – Command 2, Navigate 1, Shiphandling 1 + 2 points to spend on any
other skills.
Quartermaster/mistress – Trade 2, Dodgy 1, Gambling 1 + 2 points to spend
on any other skills.
Sailing Master/Mistress – Shiphandling 2, Navigate 1, Command 1 + 2 points
to spend on any other skills.
Master/Mistress Gunner – Artillery 2, Shooting 1, Command 1 + 2 points to
spend on any other skills.
Ship Shaman – Medicine 1 + 5 points to spend on any other skills.
Sawbones – Medicine 2, Lore 1 + 3 points to spend on any other skills.
First Mate – Shiphandling 2, Climb 1, Blades 1 + 2 points to spend on any
other skills.
Example 1
Bob is a sawbones. He gets Medicine 2 and Lore 1. His Player decides to spend
the three remaining points on Gambling 1 and Shooting 2. His character now
looks like this:
“Gentleman” Bob Flint, Albionic Sawbones, Strong 2, Clever 2, Quick 2, Magic
0, Health 6, Defence 6, Move 20
Gambling 1, Lore 1, Medicine 2, Shooting 2
He also has 6 Doubloons, ready for the first game session.
All Bob needs now is some money and equipment.

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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

When the Gamekeeper wants to see whether something happens to your


pirate
Examples
When the Gamekeeper wants to see if your pirate has resisted a poison, has
spotted an object, has fallen unconscious, etc.
Note: Doubloons can be spent to gain an automatic success on any non-
combat skill check (see p.44).

How to Use Skills To Perform Actions


Most characters, and some creatures, have various abilities and skills they
can use to attempt to perform an action (such as climbing up a rope, find a
clue, etc.). The basic chance of carrying out an action depends on how difficult
it is.
The Gamekeeper always decides the difficulty of any task. In the list below,
the figure beside the difficulty is the Target Number needed to succeed at an
action:

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

Exceptions to the Rule


The Gamekeeper may rule that some tasks are just too difficult for an
amateur to have a go at. It’s unlikely that an untrained pirate will be able
to forge a flawless sword without the Craft skill, even if he or she is
exceptionally lucky.

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Chapter Two: How to Play

Healing isn’t Easy


Medicine is one of the skills which cannot be practiced untrained. Anyone
can try and stop the bleeding, make a patient comfortable, etc., but only
a character with Medicine or magic can heal Health (their own or that of
other character’s).
A character wishing to use the Medicine skill must decide how much
damage they wish to heal (on the table below), then roll against the
appropriate Target Number – a failure means that no healing takes place.
Amount of Healing Target Number
1 dice divided by 2 6
1 dice 8
1 dice multiplied by 2 10
Use of a designated room with the proper equipment, books and
medicines (even if said equipment is just a saw, a bucket and a stick to
bite on!) gives a +2 bonus to the roll. A Medicine roll of 1 is always a failure
– so even if the character combined his or her Clever and Medicine, for a
starting total of 6 or above, a dice still needs to be rolled – as a 1 would
still fail (and it would be 24 hours before the Sawbones could try again).

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).

Having the Advantage


Sometimes one of the sides in an opposing skill test will have an advantage
or disadvantage and the Gamekeeper will give an extra bonus or penalty
to the dice roll.
Example
Juan One-shin is on the rob again. Juan decides to pick the pocket of a
drunken pirate in the Foul Nest pub. It’s busy; the drunken pirate is
distracted, singing a shanty; and it’s a dark and shadowy place. The
Gamekeeper decides to give Juan a +3 bonus to add to his dice. Juan rolls
a 3, adds a bonus of 5 (the total of his Quick and Pick Pocket) and a further
+3, for a total of 11. The drunken pirate makes a roll to spot the robbery
– he rolls a 6 and adds his Clever of 1 for a total of 7 – he won’t be happy
later, when he finds that his purse has been stolen!

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.

Surprise and Distance


Sometimes one of the sides in a fight will be surprised – if one side is expecting
an attack and the other isn’t; if one side has successfully sneaked up on
opponents who have failed to spot them; a successful ambush, etc. If so, the
side who is surprised doesn’t get to make attacks in the first round of combat.
If both or neither side is surprised, then it cancels out, so combat starts
normally with Initiative.
How far apart the opponents are at the start of combat depends on the terrain
– if both parties turn a corner and bump into one another, then they can
move instantly into hand-to-hand; if both parties spot each other at the other
side of a long beach, they won’t be able to start fighting until someone moves
into the range of the other side’s weapons (assuming they have ranged
weapons); both sides clash in hand-to-hand fighting, etc.
In this case, don’t roll Initiative until someone can actually hit someone else.

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 hand-to-hand fighting (with or without a weapon):


Roll dice + Strong + Skill (Blades, Bludgeon, Bruiser) = Total

For guns and artillery:


Roll dice + Clever + Skill (Artillery, Shooting)

For ranged weapons other than guns:


Roll dice + Quick + Skill (Archery, Throw)

For spells:

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Chapter Two: How to Play

Roll dice + Magic

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.

Having the Advantage


Like with skill rolls, sometimes the Gamekeeper will judge that one side or
another has a natural advantage (fighting an enemy who is climbing up a
slippery slope, having cover from ranged attacks, etc.). The Gamekeeper can
insist that one side receives a +2 Defence bonus until they lose the advantage.

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.

Getting out of Hand-to-Hand Combat


If a character tries to move out of hand-to-hand fighting, they risk their
opponent getting a free attack. The opponent has a choice – take a free swing
at the fleeing coward or give chase. If he or she tries to give chase, both sides
make a roll, adding their Quick. If the chaser wins, he or she catches up, and
both parties are back in hand-to-hand fighting. If the person running away
wins, he or she has escaped. If it is a draw, the chase continues next round
(unless someone gives up).

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.

Death, Dying And Recovery


All the characters the Gamekeeper controls die when their Health reaches 0.
Player’s pirates will also die when their Health reaches 0, unless somebody
can heal them (using medicine or magic) within 3 combat rounds.
If a character is injured, they naturally heal 1 Health for every 12 hours of
complete rest (in addition to any medicinal or magical help), until their Health
is back up to its starting level.
Note: Don’t forget that Doubloons can be used to help avoid damage.

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

Target Number (TN) Conditions

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.

Spying a ship at cannon range in a thick mist; Spying a huge creature


10
moving directly below the ship’s hull.
Spying a ship at faraway range in a thick mist; Spying an unlit ship at
12+
cannon range on a cloudy night.

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:

Amount of Crew Health Repaired Target Number


1 dice divided by 2 6
1 dice 8
1 dice multiplied by 2 10

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Chapter Two: How to Play

If the result is a success, then a number of crew will be healed as above, if


the roll is a failure, then none of the seriously injured could be saved. Either
way, the medic only gets one try – once the roll has been made, all seriously
injured crew who have not been successfully treated are considered dead.
(Note: A shaman might be able to heal a few more individual crew members,
if he or she has a spell capable of doing so).

Players’ Pirates and Crew Fights


Crews might have just one set of scores when they are fighting each other,
but when Player’s pirates fight, they only fight individual crew members. The
Gamekeeper decides how many of the crew are in direct combat with the
Player’s pirates, and the fight is run as an ordinary fight (rather than a crew
vs crew fight), see p.31.
The crew members in the fight have their own individual scores (each ship’s
crew has two sets of scores – one which is used when they are fighting as a
mass; the other which is used for when fighting as individuals. The
Gamekeeper might decide some of the opponents are above average and
some are below, rather than using the average score for every opponent the
Player’s pirates are fighting with).
The same method is used for when a major enemy is fighting the Players’
crew (i.e. the Gamekeeper decides how many of the Player’s crew can get to
the major enemy and runs it as an ordinary fight, see p.31).
When a crew is fighting a Huge Creature, they fight as a mass (i.e. as if they
were fighting an enemy crew).
For every crew member killed, remove 1 Health from the affected crew.

Damage, Repairs and Sinking


When a ship is reduced to half Health, all rolls (to attack, to run away, etc.)
are at -2.
(Note: Remember, when a crew is reduced to half Health, all rolls are at -2.
When a crew is reduced to 0 Health, they are all out of action.)
When a ship is reduced to 0 Health it will sink in one dice worth of rounds. A
sinking ship cannot be repaired.

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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).

Amount of Health Repaired Target Number


1 dice divided by 2 6
1 dice 8
1 dice multiplied by 2 10
Example
The Crimson Stink is badly damaged. The Players decide to set Strong 3 of
crew to repair the ship (which reduces the ship and crew’s Strong by 3 for the
duration of the round – those crew are too busy shoring up leaks to fire the
cannon or shoot their muskets, etc.). The Players will need to decide whether
to try and repair half a dice of ship’s Health (which would make the Target
Number 6 – and would require a roll of 3 or more); a whole dice (which would
make the Target Number 8 and so require a roll of a 5 or 6); or whether to
spend a Doubloon and repair 1 dice x 2.
Out of combat, repairs can be attempted in the same way, but only once
every 12 hours.

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

Doubloons can be represented in the game by poker chips, or coins (real or


chocolate!), toy money, or even real Doubloons if you have any lying around.

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

The following action costs 3 Doubloons:


Ÿ Ignore an opponent’s Defence – no roll to hit, simply deliver a dice worth
of damage, multiplied by three, to your pirate’s opponent’s Health.

Changing the Story (Optional)


Here is an extra way of spending Doubloons. Check with your group to see if
they would like to add this option.
The following story change costs 1 Doubloon:
Ÿ Minor Plot Change – Players can spend a Doubloon to remove a minor
obstacle (avoid a patrol, solve a clue, find a different path, etc.).
The following story change costs 5 Doubloons:
Ÿ Major Plot Change – A Player can spend 5 Doubloons to make a major
change to events – escape the dragon’s lair; cause a huge rock-slide,
covering their retreat; cause a nearby enemy ship to lose all speed and
be put temporarily out of action; etc.

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

Range: Touch Target: 5


6. Magic Bolt – If successful, a magic bolt hits an opponent. Roll the dice –
the result equals the number of Health Points the opponent loses.
Range: 20 Target: 6

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

Equipping Your Pirate


Every Player’s pirate starts with some money to spend on equipment; roll a
dice and multiply the result by 10 – that’s how much gold your pirate starts
with. They can spend it on equipment before the game starts.
All prices in Pirates & Dragons are in pieces of gold.
In addition, all pirates start the game with one pirate outfit (hat, shirt, coat,
pants, socks and boots); one weapon suitable for their character; and one
random bit of equipment from the table below (you’ll need to roll the dice
twice to get a result – once to choose a line and again to find what equipment
on that line your pirate has).

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

Food And Drink


Ale: Cost: 1 for a flagon.
Brandy: Cost: 4 for a bottle.
Grog: Cost: 1 for one crew member’s ration.
Meal Out: Cost: 1-5
Pie, Large: Cost: 1
Rum: Cost: 3 for a bottle.
Travel Rations: Cost: 2 for one day’s rations for one person.
Wine: Cost: 2 per pint.

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

Horses, Pets and Other Animals


Cat: Cost: 2
Dog: Cost: 3
Dragon Lizard: Cost: 40
Horse, Draft: Cost: 200
Horse, Riding cob: Cost: 400
Horse, Racing: Cost: 1000
Horse, War: Cost: 2000

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Chapter Two: How to Play

Monkey: Cost: 20/50/200 (Small/Medium/Large)


Monkey Bat: Cost: 50
Mule: Cost: 100
Parrot: Cost: 20
Pony: Cost: 120

Cargo
Basic Cargo: Cost: 500 per unit.
Standard Cargo: Cost: 1000 per unit.
Luxury Cargo: Cost: 3000 per unit.

Close Combat Weapons


Weapon Damage Cost
Cat o’ nine tails 2 15
Cosh 2 5
Cudgel 2 5
Cutlass 3 30
Dagger 2 10
Great Sword 4 100
Hatchet 2 10
Hook 2 100
Improvised* 1 –
Islander Axe 2 15
Islander Club 2 15
Islander 2-H Club 4 30
Islander Spear 3 15
Knife 1 5
Pike 3 30
Quarterstaff 2 10
Rapier 3 60
Sabre 3 50
Unarmed 0 -
Whip 1 10

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Chapter Two: How to Play

*Chair leg, bottle, tea tray, etc.

Ranged Weapons
Note: Batavian weapons are not commonly available. Carrying a non-authorised Batavian
weapon is punishable by death in Batavian settlements.

Black Powder Weapons


Weapon Damage Range Cost
Batavian Doublegun* 5 20 1000
Batavian Heartbreaker 4 15 1000
Batavian Pipe Rocket* ** 10 25 5000
Batavian Sniping Rifle* 6 200 1800
Batavian Thundergun* 5 20 1000
Batavian Volley Gun 6x3 50 2000
Blunderbuss* 4 5 60
Pistol 2 10 40
Carbine 3 12 50
Musket* 4 20 50
Rifle 4 40 100

*Takes a full combat round to load.


** Damage is to all within a 3m radius of the target.

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.)

Other Ranged Weapons


Weapon Damage Range Cost
Blowpipe –* 5 2
Crossbow 3 40 40
Dagger 2 Sx3 10
Hatchet 2 Sx2 10
Islander Bow 3 25 15
Islander Spear 3 Sx2 15
Knife 1 Sx1 5
Pepper Powder – ** Sx1 20
Rock 1 Sx3 -
Sling (one handed) 2 15 1

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

Very light – a single helmet or padded jacket +1 - 40

Light – Thick leather jacket and trousers +2 - 100


Medium – Coat, back-plate, breastplate, boots and
+3 -1 400
helm.
Heavy – Full plate armour, only worn by Esbanian
+4 -2 5000
Knights.
Small Shield +1 - 100
Large Shield +2 -1 300

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Chapter Two: How to Play

Wearing armour gives a bonus to Defence. But if a character is not strong


enough to cope with the weight of the armour, it will give a penalty to Quick.
If the wearer’s Strong is under the amount of the armour’s Defence bonus,
the character will take the penalty to Quick shown in the table above.
Example
A character with Strong 2 will have a -1 to Quick when wearing Medium
armour, because his or her Strong is less than the Medium armour’s Defence
bonus of +3. A character with Strong 3 or more will be able to wear Medium
armour with no Quick penalty.
A large shield will always cause a -1 Quick penalty, no matter what the
character’s Strong.
In addition, if an armoured character is trying to swim, he or she will do so at
a penalty equal to the armour’s Defence (e.g. wearing Heavy armour will
cause a -4 penalty to be applied to any Swim skill roll).

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).

Ships and Crews


The Players’ pirates are the heroes of the story, so they don’t have to work
their way up from being lowly swabs – at the start of the game, they are
already in charge of their own ship and crew (unless the Gamekeeper wants
to run a beginning adventure in which they have to find, steal or buy their
own ship!).

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Chapter Two: How to Play

The standard starting ship is a lowly corvette. Players are encouraged to


choose a name for their ship and design the ship’s flag.
Corvette, S 5 Q 9 H 16 D 7 Mv 70 Ca 3 Cr 8/80 Cost 4,000

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).

Level Crew S* Crew C* Crew Q* Crew D* Individual Profile**


1 -
2 +1 +1 Shooting 1
3 +1 Sneaky 1
4 +1 Dodgy 1, Blades 2
5 +1 Shiphandling 2
6 +1 +1 Climb 2
Sneaky 2, Shooting
7
2
8 +1 +1 Bruiser 2
Shiphandling 3,
9
Dodgy 2
10 +1 +1 Blades 3
11 +1 Sneaky 3

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Chapter Two: How to Play

*Adds to Crew and individual crew profiles.


**Adds to individual profiles.
Example
A 5�� Level Crew has the following profile: 5�� Level Crew, S 10 (8+2) C 2 Q 2
H 80 D 7 Mv 20
An individual 5�� Level swab has the following profile:
5�� Level Swab, S 3 C 2 Q 2 H 9 D 7 Mv 20 Sk Sneaky 1, Blades 2, Climb 1, Dodgy
1, Shiphandling 2, Shooting 1, Bruiser 1 Tr One dice worth of Gold X 50
As well as using the above table for the Player’s pirates’ crew, as they gain
levels, the Gamekeeper also uses it to determine the Crew profiles of rival
pirate crews, etc.
Remember: As a Crew loses its Health (i.e. swabs die), its Strong also falls (1
for every 10 Health) – but the Level bonus to Strong remains until Health falls
to 10, at which point the crew are no longer able to fight as a mass.

Experience and Levels


As your pirates adventure they learn new skills and increase their abilities.
In game terms, this means the Gamekeeper will award you Experience for
good roleplaying and for your pirate reaching adventure goals and defeating
foes. You need to always keep track of the total Experience you have been
given.
When your pirate gets enough Experience, he or she will go up levels.
Your pirate might gain some new things at each level:
Ability Points – You can spend these to increase Strong, Clever, Quick or
Magic*. Remember, your pirate’s Health, Defence or Move might also rise as
a result of this increase.
*Note: A Uropan pirate can’t just gain an ability score in Magic – he or she
has to be taught by a willing Islander. An Islander can choose to spend an
Ability point on Magic.
Health – Increases your total health.

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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:

Level Ability Points Health Skill Points Spells Experience


1 0
2 +1 150
3 +1 +1 300
4 +1 600
5 +1 +1 1500
6 +1 3000
7 +1 +1 6000
8 +1 10,000
9 +1 +1 15,000
10 +1 22,000
11 +2 +1 30,000+

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Chapter Three
Gamekeeper
Section

This section is designed to help Gamekeepers to run Pirates & Dragons.


First there is a brief description of some of the islands in the Dragon Isles
region and some notes about dragons and Dragon Tribes.
Then there’s a brief look at running games and tips on style.
Then there are a few more rules covering how to handle hazards and award
Experience.
Then there is a list of ships.
Then there is a list of magic items.
Finally there’s a list of some of the creatures which can be found in the Dragon
Isles.

The Geography of the Dragon Isles


Here are some brief descriptions of the major features shown on the Dragon
Isles map at the back of this book. There are lots of islands shown on the map

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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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Chapter Three: Gamekeeper Section

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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Chapter Three: Gamekeeper Section

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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specialist Batavian weaponry. Anyone caught trading in Batavian


technological items is liable to be sentenced to death.
Nieuw Frisia: A Batavian island sandwiched between the Batavian colony of
Goede Lucht and the royalist Gallic island of East Stormgate.
The Northern Tempests: A chain of islands bordering the Storm Circle Sea,
to the south of Nuevo Mundo. The southern end of the chain is largely
inhabited by Islanders, who suffer from raids by the necromancers of Skull
Island seeking sacrificial victims. There are also a number of isolated pirate
coves in this part of the chain. The northern islands of the chain are inhabited
by a number of powerful dragons and their associated Dragon Tribes.
North Morgan: The northernmost of the Morgan Isles, North Morgan is a
penal colony for male felons from Albion. The island is a lawless place, where
the strong rule over the weak. Raids by young dragons from the Conflagration
Archipelago are common.
Nuevo Mundo: The first landfall of the earliest Esbanian explorers, who
thought they had found the long-sought-after “New World”. The first landfall
of choice for Esbanian ships crossing the Adalantic Ocean from Uropa,
although few ships do more than re-provision before moving on to islands
with more trade goods to offer.
Paradis: The Gallic free port on Yamarca Island. Paradis offers the usual
freeport no-questions-asked docking facilities. The Governor of Paradis,
Thomas-Alexandre Dupont, is he scared of making any decisions without the
authority of his government, but various parts of the Gallic bureaucracy give
him continually conflicting orders. He is also extremely paranoid, so pays a
vast network of informants as spies.
Port Alexander: The administrative capital of the Morgan Isles, a hot, squalid
hell-hole. The officials are mostly the failures of the Albionic civil service and
military, sent to the “back of beyond” for inefficiency, ineptitude or
insubordination.
Richport: Along with the island to the east, New Mann, Richport is an Albionic
colony officially under the governorship of the governor of the free port of
Safehaven, although the smaller settlements on the islands are pretty much
left to govern themselves.

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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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What’s Inside The Storm Circle?


What lies beyond the stormy circle is not explored in this book. You might
decide to keep ships out – but you also might decide to run your own
adventures, on an island within the stormy boundary. While in the Storm
Circle area, you might have the pirates encounter all sorts of weird and
wonderful creatures; or find a strange lost world.

The Stormgate Strait: Passes between the Stormgate Isles, forming a


relatively safe route from the southern Adalantic Ocean into the Storm Circle
Sea.
The Straits of Esbaniola: A sea-passage between the islands of Esbaniola and
Isla Fecunda, passing from the Dragon Sea into the Kraken Sea. Infamous for
the storms which whip up without warning,and the numerous reefs on either
side of the channel. Nonetheless it’s a major trade route for merchant ships
passing from the islands of the two seas.
Tallula Island: Lies at the western end of the Dragons’ Run. Said to be the
home island of “Lord Estragon”, a great dragon who passes as a human. No
Dragon Tribe exists on the island, but the dragon’s lair is protected by an army
of skeletons and many magical traps.
The Three Witches: A group of islands in the Kraken Sea, consisting of Maiden
Island, Mother Island and Crone Island.
Tortuga: Named for its resemblance to the shell of a turtle when seen from
the sea. This is not surprising, because it actually is the shell of a giant turtle
– the remains of a long-dead aspidochelone loosely anchored in place by mats
of sargasso weed. There is only one regularly-cleared route through the weed
to the pirate port of Tortuga – and the rest of the island is almost impossible
to get to – ships can’t pass through the weed. The port is a lawless settlement,
a stopping-off point for pirate ships wishing to off-load loot and re-stock on
provisions. Tortuga is a common meeting place for pirate councils, where
devilish deeds are planned and old feuds are fought in the narrow, twisting
streets.
The Treasure Islands: A group of islands inhabited by the most fanatical
treasure-hunting pirates in the entire archipelago.These pirates’ one aim is

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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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dragon. They live in a large cave or series of caves, excavated within a


mountain/inactive volcano.
The transformation from junior to great dragon involves the domination of
an island’s spirits. At this point, most great dragons gain the ability to cast
spells, speak languages, and develop other special abilities. The process
awakens (or boosts) the dragon’s intelligence dramatically, which causes its
personality to properly develop.

Home, Sweet Home


Great dragons are bound to their islands. They will do everything they can to
avoid straying too far from their island, which means they have a naturally
limited hunting range. This range varies somewhat from dragon to dragon –
some can roam no more than a few kilometres out to sea, while others can
travel to neighbouring islands without ill-effects.

The Nature of the Beasts


From a human point of view, great dragons are uniformly proud, terrible and
highly dangerous. Whereas this is usually the case, great dragons are very
much individuals, with their own particular (and often peculiar) traits. There
are even a few dragons who dabble in human affairs (usually using their ability
Transform), and (rarely) there are dragons who act generally benevolently.

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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Dragon Foible Table


1-6 Foible
Enjoys singing – but the music had better be good. Will not slay its victims
1 whilst a performance is taking place and might even spare them
completely, in return for an extended performance.
Enjoys jokes – the worse the better. As long as awful jokes are being told
2 it will spare its victims. If the pirates can tell an original awful joke, the
dragon might let them off with a mild singeing.
A sucker for flattery – as long as the compliments are coming thick and
3 fast it will spare its victims. As soon as the flattery dries up, it will fly into
a temper and try to eat everyone.
Particularly intrigued by people with red hair, whom it will do everything
4
in its power not to harm.
Only likes to eat one type of human (males or females; young or old;
5
short or tall; etc.).
Despite dragons usually having very keen senses, this one has one sense
6 that is not functioning properly – poor eyesight; no sense of smell; poor
hearing; etc.

Some Notable Great Dragons


Daerbrack
A two-headed dragon who lives on Molly Island
(see p.66). Daerbrack terrorises its poor slaves
– a brutalised Dragon Tribe, who are
perpetually trying to find ways to keep the
beast fed. For statistics, use Great Dragon II,
p.94.

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.

Hagarion the Black


Hagarion the Black is known as the Eggstealer. It lives on Farthing Isle.
Although the eggs it stole failed to hatch, it still tends them obsessively. Its
madness has affected the Dragon Tribe who live on the island, who
obsessively create living statues, in order to show the world how powerful
their dragon is. For statistics, use Great Dragon II, p.63.

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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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 creature’s Health 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. Darkness – Plunges a zone into total darkness (10 X 10 metres for every
point above the Target Number).
Range: 30 Target: 6

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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4. Paralyse – Completely paralyses a target for 1 dice X 2 rounds.


Range: 10 Target: 9
5. Rage – Causes target to automatically frenziedly attack the nearest
character or creature (friend or foe).
Range: 20 Target: 9
6. Smash – Sends a hammer blow at a ship or Huge creature, causing 1 dice
X 5 automatic damage to the target’s Health.
Range: 30 Target: 10

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.

No-good Double-crossing Pirates


A favourite pirate pastime is double-crossing and being double-crossed.
It’s fun to throw in plot twists, schemes and double-dealing, but you don’t
always have to overdo it! The sting always hurts most when it’s
unexpected and not every event has to have a twist.

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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faced with overwhelming opposition (against whom they have no chance of


winning). Check that creatures are selected for your adventure that can be
beaten (whether by overcoming their Defence, use of Stunt Points, or some
other logical weakness, etc.). Creatures and other Gamekeeper controlled
characters do not have to be designed in the same way as Player’s characters
– you can simply assign them Health and Defence scores, rather than base
their Health and Defence on their Strong and Quick.

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:

Good roleplay: 10-20 Experience multiplied by the character’s current Level

Defeating Creatures: Creatures have an Experience amount listed – any pirate


who was in the fight with the creature gets Experience. Total the Experience
of all creatures defeated and divide by the number of Player’s pirates who
were in the battle.

Solving/Reaching a Minor Adventure Goal: 20-30 Experience

Example
Finding the library in the Governor’s mansion and locating all the clues that
are hidden there.

Solving/Reaching a Major Adventure Goal: 50-100 Experience


Example
Searching every location in the Governor’s mansion and defeating various
guards, disarming some cunning traps and stealing the Governor’s booty.

Solving/Reaching the end of a Campaign: 200-300 Experience


Example
Discovering the Governor is a dragon in disguise; travelling across the oceans
of the Dragon Isles to raise a pirate fleet to beat the Governor’s frigates;
slaying the Governor and his minions.

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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.

Balena-galleon, S 50 Q 2 H 200 D 10 Mv 20 Ca 180 Cr 400/4000 Cost 1,000,000


Gigantic super-sized galleons, capable of holding a whole floating town or
garrison.

Brigantine, S 10 Q 7 H 35 D 9 Mv 70 Ca 8 Cr 10/100 Cost 20,000


A large two-master, with two sails rigged to each mast.

Canoe, Small, S 1 Q 2 H 6 D 3 Mv 10 Ca 0 Cr * Cost 0


*1 or 2 individuals.
Built from a single scooped out tree trunk, small canoes carry one or two
islanders.

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Canoe, Medium S 2 Q 2 H 6 D 4 Mv 15 Ca 0 Cr 1/14 Cost 0


Built from a single scooped out tree trunk, medium canoes carry a crew of
twelve.

Canoe, Large S 2 Q 3 H 9 D 5 Mv 20 Ca ⅛ Cr 3/30 Cost 0


Built from a single scooped out large tree trunk and relatively seaworthy.

Canoe, Giant S 2 Q 2 H 12 D 6 Mv 25 Ca ¼ Cr 8/80 Cost 0


Only tribes lucky enough to live on islands where suitably large trees grow
can make these giant canoes.

Caravel, S 4 Q 3 H 15 D 7 Mv 30 Ca 6 Cr 4/40 Cost 3,000


A small two, three or four-masted merchant ship favoured by Esbanians on
a budget. Pirate fodder!

Carrack, S 14 Q 2 H 50 D 8 Mv 30 Ca 35 Cr 30/300 Cost 100,000


A huge slow high three-masted treasure ship with high fore and aft-castles.

Corvette, S 5 Q 9 H 16 D 7 Mv 70 Ca 3 Cr 8/80 Cost 4,000


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.

Dragonhunter, S 10 Q 8 H 30 D 10 Mv 60 Ca 8 Cr 12/120 Cost 100,000


Built from black teak and with firesilk sails, these brigantines are designed
especially for hunting young dragons.

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Fluyt, S 4 Q 4 H 15 D 6 Mv 35 Ca 15 Cr 6/60 Cost 2,500


Three-masted and square rigged, the fluyt is the archetype fat merchant ship.

Small Frigate, S 13 Q 7 H 40 D 12 Mv 60 Ca 5 Cr 30/300 Cost 35,000


Small frigates usually have three masts, a quarterdeck, a forecastle, and a
single (well-stocked) gun deck.

Large Frigate, S 20 Q 6 H 60 D 14 Mv 65 Ca 8 Cr 60/600 Cost 90,000


Fast and deadly, these large naval vessels are a pirate’s nightmare – they are
not to be messed with!

Galleon, S 13 Q 3 H 45 D 9 Mv 40 Ca 25 Cr 25/250 Cost 8,000


Large three- or four-masted sluggish, but well-armed, cargo ships.

Gondola Gunboat, S 2 Q 1 H 9 D 6 Mv 10 Ca ¼ Cr 4/40 Cost 500


Little more than floating cannon and musket firing platform. They are
notoriously unseaworthy.

Longboat, S 2 Q 3 H 10 D 6 Mv 15 Ca ⅛ Cr 2/20 Cost 100


Like the smaller Rowboat, but longer (so it can carry more people).

Man-o-war/Ship-of-the-line, S 30 Q 4 H 200 D 15 Mv 50 Ca 15 Cr 80/800 Cost


150,000
Three-masted giants, with five or more decks, and boasting many cannon.

Merchantman, Small, S 6 Q 4 H 30 D 6 Mv 35 Ca 8 Cr 8/80 Cost 5,000

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They have three masts, a narrow stern and plenty of sails.

Merchantman, Medium, S 8 Q 3 H 45 D 8 Mv 40 Ca 12 Cr 13/130 Cost 10,000


Similar to the small version, but on a bigger scale.

Merchantman, Large, S 10 Q 3 H 50 D 10 Mv 40 Ca 18 Cr 20/200 Cost 20,000


Similar to small and medium merchantmen, the larger merchantmen are
sometimes kitted out for war and used as pirate flagships.

Pinnace, S 4 Q 6 H 15 D 5 Mv 40 Ca 3 Cr 5/50 Cost 2,000


The pinnace resembles a mini-galleon, but are much faster and more
manoeuvrable. Used by navies, pirates and merchants.

Pirate Flagship, S 11 Q 4 H 60 D 11 Mv 50 Ca 16 Cr 20/200 Cost 50,000


A large 3-masted square rigger, designed to carry plenty of cannon and lots
of pirates.

Raft, Large, S 1 Q 1 H 6 D 4 Mv 8 Ca 0 Cr 1/10 Cost 5


Larger rafts are usually slightly better constructions than the smaller versions,
but are still pretty awful.

Raft, Small, S 1 Q 1 H 3 D 3 Mv 5 Ca 0 Cr * Cost 0


*1 or 2 individuals.
The vessel of the desperate, usually little more than a couple of barrels or
few planks, lashed together.

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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.

Schooner, Large, S 8 Q 6 H 30 D 9 Mv 65 Ca 15 Cr 12/120 Cost 15,000


Similar to the small schooner, but much larger.

Schooner, Small, S 7 Q 7 H 25 D 8 Mv 60 Ca 8 Cr 8/80 Cost 5,500


A small fast two-masted ship, with a narrow hull, large bowsprit and shallow
draft – very popular with pirates.

Sloop, S 6 Q 8 H 25 D 7 Mv 60 Ca 4 Cr 9/90 Cost 5,000


Small, fast, single-masted ships – very popular with pirates and pirate-hunters.

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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Harpoon Launchers: Adds 4 to rolls to hit Huge creatures. Once a creature is


hit, the harpoon sticks, causing 5 automatic damage each round, until it is
removed. 5 Damage. Cost: Quarter of ship cost.
High Capacity: Increase the cargo size by +50%. Cost: Half of ship cost.
Marines: The vessel can carry (and provide board and lodging for) a number
of marines equal to the size of its standard crew. Each point of marine crew
Strong lodging subtracts 1 from cargo space. Cost: Quarter of ship cost.
Ram: The vessel can ram other vessels in combat without suffering damage;
the cost includes the ram itself, and the hull strengthening required. Cost:
Quarter cost of ship.
Strengthened Hull: Adds 1 Armour. Can be taken a maximum of twice. Cost:
Quarter of ship cost.

Acquiring a New Ship


When it comes to acquiring a new ship, pirates have four main options.

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!

Have One Built


If their pockets are deep enough, characters might commission the
construction of a custom built vessel. Games Masters should determine the
final costs, using the prices on the ship list as a guide. The main problem with
having a ship custom built (aside from the cost!) is the time it takes to build
the ship - months or even years.

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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.

Cursed Magic Items


Some items develop a nasty malfunction (in which case the crystal might be
a different colour to usual or discoloured – the nature of the malfunction is
at the Games Master’s discretion).

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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Poison – Poisonous creatures deliver an additional 1 dice of damage on a


successful roll to hit.
Swallow – A creature with swallow can swallow an enemy whole. The
creature must be killed and the victim hacked out within 1 dice of combat
rounds, or the victim will die. A Huge creature with swallow can even swallow
a whole ship (if the creature’s strong is twice as large as the ship’s).
Transform – The creature can transform into another form (such as a human)
at will.
Unique abilities are described below the creature’s statistics.

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!).

A lot of creatures have treasure, but most of them don’t/can’t carry it


about with them. In these cases, any treasure will usually be found in the
creature’s lair (or wherever else it eats its victims!).

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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Aspidochelone S 40 C 1 Q 2 H 200+ D 30 Mv Drifts


5 or Dives 60 Sp Huge, Swallow Ha O F Neutral X
1000
A huge turtle, that grows up to the size of an island.
They can slumber on the surface for many years, but
occasionally dive down to the depths of the ocean.

Bat, Vampire S 1 C 1 Q 3 H 2 D 9 Mv 30 Sk Bite 3


(Damage 1*), Sneaky 2 Sp Blood Drain*, Fly Ha
A, AR, C F Hostile X 10
*drains 1 Strong (regained in 24 hours) and 1 Health before satisfied.
A blood-sucking bat that usually only attacks sleeping victims.

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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Dragon, Infant Junior S 4 C 1 Q 3 H 12 D 10 Mv 30 Sk Claw/Bite 2 (2 Damage),


Breathe Fire 2 (2 Damage) Sp Fly Ha AR, C, A, M Tr 1 dice Gold F Hostile X 40
Recently hatched and vulnerable to dragon hunters.

Dragon, Small Junior S 6 C 1 Q 4 H 15 D 11 Mv 40 Sk Claw/Bite 3 (4 Damage),


Breathe Fire 2 (4 Damage) Sp Fly Ha AR, C, A, M Tr 1 dice x 25 Gold F Hostile
X 210
Adolescent dragons, bullied by the larger dragons and prone to fighting each
other.

Dragon, Large Junior S 9 C 2 Q 5 H 20 D 12 Mv 50 Sk Claw/Bite 4 (6 Damage),


Breathe Fire 3 (5 Damage) Sp Fly, Huge Ha AR, C, A, M Tr 1 dice x 50 Gold F
Hostile X 500
Large dragons, desperate to rule their own island and evolve into great
dragons.

Dragon, Great I S 12 C 7 Q 6 M 2 H 30 D 15 Mv 60 Sk Claw/Bite 5 (7 Damage),


Breathe Fire 4 (6 Damage) Sp Starting Dragon Magic, Fly, Huge, Transform
Ha C, A, M Tr 1 dice x 1,000 Gold, 1 dice divided by 2 magic items F Hostile X
2,000
The newest and smallest great dragons, usually only recently evolved and
keen to fight all-comers.

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Dragon, Great II S 15 C 8 Q 6 M 4 H 40 D 18 Mv 60 Sk Claw/Bite 6 (10 Damage),


Breathe Fire 6 (8 Damage) Sp Intermediate Dragon Magic, Fly, Huge,
Transform Ha C, A, M Tr 1 dice x 10,000 Gold, 1 dice magic items F Hostile X
5,000
A well-established great dragon.

Dragon, Great III S 15 C 9 Q 5 M 8 H 50 D 18 Mv 50 Sk Claw/Bite 7 (12


Damage), Breathe Fire 8 (10 Damage) Sp Advanced Dragon Magic, Fly, Huge,
Transform Ha C, A, M Tr 1 dice x 100,000 Gold, 1 dice x 2 magic items F Hostile
X 8,000
The hugest of dragons, ancient and enormously powerful.

Dragon Lizard S 1 C 1 Q 3 H 3 D 9 Mv 30 Sk Breathe


Fire 1 (Damage 1) Sp Fly Ha AR, C, D, A, J, S F Friendly
X10
Small fire-breathing lizards, sometimes kept as
pets/fire-lighters.

Fungus, Shambling S 2 C 3 Q 1 H 6 D 3 Mv 10 Sk Sneaky


4* Sp Spores** Ha S F Friendly X 10
*Only in swamps and areas where large amounts of
fungus naturally occur.
** Anyone within 2 metres of a shambling fungus that
has been punctured/cut/sliced open (e.g. by a blade
weapon, arrow, etc.) must make a Strong roll (Target
Number 8) or be turned into a shambling fungus in 1 dice worth of days.
Friendly fungus folk.

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Ghoul S 3 C 2 Q 2 H 9 D 8 Mv 20 Sk Bite 2 (Damage 3) Sp


Paralysing Bite* Ha AR, C Tr 1 dice x 5 Gold F Hostile X
40
* A successful bite attack causes the victim to be
paralysed for 1 dice of rounds.
Cursed, cannibalistic wretches.

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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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.

Insect Person, Drone S 2 C 3 Q 2 H 6 D 6 Mv 20 Sk Blades 2*, Negotiate 2 Sp


Poison* Ha B, D, J Tr 1 dice x 10 Gold F Neutral X 20 (30 if it has poison)
*If armed with a blade in each of its 4 hands, it can attack twice per round.
**Most species don’t have poison, but a few do.
A tall humanoid insect person, who tends the Queen and undertakes any
diplomacy on behalf of the nest.

Insect Person, Queen S - C 8 Q - H 30 D - Mv - Sp Telepath* Ha ** Tr 1 dice x


1000 Gold; 1 dice divided by 2 magic items F Neutral X 50
*Can telepathically command the rest of the nest to do her bidding. Can see
through the eyes of her children.
**The Queen always lives in the egg chamber of her nest, deep underground.
The bloated, immobile Queen, who can telepathically communicate with, and
coordinate, all the other members of her nest.

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Insect Person, Soldier S 3 C 1 Q 2 H 9 D 9 Mv 20 Sk


Bludgeon 3*, Bruiser 2 Sp Poison** Ha B, D, J Tr 1 dice
x 5 Gold F Neutral X 25 (40 if it has poison)
*If armed with a club in each of its 4 hands, it can
attack twice per round.
**Most species don’t have poison, but a few do.
A strong humanoid insect person, whose job it is to
protect the nest and Queen.

Insect Person, Worker S 4 C 1 Q 1 H 12 D 9 Mv 10 Sk Bruiser 1* Sp Poison**


Ha B, D, J Tr 1 dice Gold F Neutral X 20 (30 if it has poison)
*It attacks with all four arms, and can roll to hit twice per round.
**Most species don’t have poison, but a few do.
A squat powerful humanoid insect person, who does all the dreary fetching
and carrying.

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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Lamia, S 3 C 3 Q 3 H 9 D 9 Mv 30 Sk Tail Bash 2 (Damage


2), Bite 3* Sp Bite*, Charm** Ha AR, C Tr 1 dice x 200 Gold;
1 dice divided by 2 magic items F Hostile X 200
*A successful bite drains 1 Strong from the victim,
permanently! (And gives 1 extra dice of Health to the
Lamia).
**Victims must make a Clever roll against the lamia – if
the victim loses, he or she is enamoured for 24 hours (and
will not even resist the lamia’s bite).
Half-woman, half-snake, but magically disguised to appear
as a woman, the lamia infatuates her victims, so she can drink their blood.

Lich S 4 C 4 Q 2 M 2-10 H 12 D 11 Mv 20 Sk Chill Touch


3 (Damage 4), Blades 3 Sp Dragon Magic Ha AR, C, D, M
Tr 1 dice x 1000 Gold; 1 dice divided by 2 magic items F
Hostile X 1250
A powerful revenant sorcerer.

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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Mermaid S 4 C 4 Q 3 H 12 D 8 Mv 30 Sk Claw 5 (Damage


3) Sp Regeneration*, Siren** Ha O Tr 1 dice x 10 Gold;
roll 1 dice, on a 5 or 6, 1 magic item F Hostile X 50
*Mermaids regenerate 2 lost Health per combat round,
as long as they are in the sea (until reduced to 0 Health,
at which point they die). A mermaid can only live out of
water for 1 dice worth of hours.
**Victims must make a Clever roll against the mermaid’s siren call – if the
victim loses, he or she is enamoured for 1 dice worth of rounds (and will try
to reach the mermaid, by any means possible).
Mermaids try to entice sailors to a watery grave.

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.

Minotaur S 5 C 2 Q 2 H 15 D 9 Mv 20 Sk Blades 5*, Bruiser


5 Sp Charge!** Ha AR, C, M Tr 1 dice x 100 Gold; roll 1
dice, on a 6, 1 magic item F Hostile X 200
*A minotaur’s axe does 5 Damage.
**Can move twice as fast for 1 dice of rounds, once per
combat.
Bullheaded bullies who hate humans.

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Moa, Giant S 7 C 1 Q 4 H 18 D 10 Mv 40 Sk Peck 3


(Damage 6) Sp Huge Ha AR, J F Neutral X 300
A giant flightless bird, usually shy, but fierce when
defending its young.

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.

Mountain Folk S 5 C 2 Q 1 H 12 D 11 Mv 10 Sk Bruiser 3


(Damage 3), Sneaky 4*, Throw 2 Ha C, M Tr 1 dice x 10 Gold
F Friendly X 60
*Only in mountains or very rocky areas.
Humanoids made of rock. Friendly to humans, aside from
miners or when their mountain is threatened.

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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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.

Piranha, Giant Flying S 4 C 1 Q 4 H 12 D 7 Mv


40 Sk Bite 4 (Damage 6) Sp Fly Ha O, B, A F
Hostile X 80
A large piranha capable of genuine (if clumsy)
flight. They can stay out of water for 10 minutes.

Rat, Royal S 2 C 2 Q 4 M 0-4 H 6 D 9 Mv 40 Sk Blades


2, Sneaky 3 Sp Some Royal Rats have starting Island
Magic, Rat Song* Ha J, M, S Tr 1 dice x 40 Gold F
Friendly X 30
*A royal rat can (but won’t want to) summon 1 dice of
giant rats and 1 dice of rats, once per combat.
A humanoid rat-faced creature– usually keen to meet
and trade with humans and embarrassed by his or her ability to summon rats.

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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.

Roc S 20 C 1 Q 4 H 40 D 10 Mv 40 Sk Peck/Claw 3 (Damage


8) Sp Fly, Huge, Swallow Ha AR, D, M Tr 1 dice x 500 Gold;
roll 1 dice, on a 3, 4, 5 or 6, 1 magic item F Hostile X 2,500
A truly gigantic bird of prey, that will even consider taking
on a 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.

Sea Serpent, Monstrous S 15 C 1 Q 2 H 40 D 12 Mv 40 Sk


Bite 1 (Damage 9) Sp Huge, Swallow Ha O F Hostile X 2,000
A massive sea snake, which might try to drag a ship to the
bottom of the sea.

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Shifting Death Mist S 7 C 4 Q 5 H 18 D 9* Mv 50 Sk


Shocking Bite 4 (Damage 6) Sp Invulnerable*, Huge,
Snatch** Ha AR, B, D, A, J Tr 1 dice divided by 2 magic items
F Neutral X 600
*Can only be harmed by magic weapons and spells.
**Can snatch a human-sized person, and deposit him or
her anywhere on its home island.
A towering pillar of smoke and teeth – that might aid those
friendly to its island and attack those that aren’t.

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.

Skiapod S 2 C 2 Q 4 H 6 D 8 Mv 40 Sk Archery 3, Sneaky 3 Ha AR,


B, J, M Tr 1 dice x 5 Gold F Neutral X 15
Mischievous one-legged hopping humanoids.

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Statue, Animated S 6 C 2 Q 1 H 18 D 10 Mv 10 Sk Bludgeon 3 (Damage 5) Ha


AR Tr 1 dice x 50 Gold F Hostile X 125
An animated rock statue, usually charged with guarding something (or
somewhere) in an Adalantan ruin.

Statue, Animated Giant S 15 C 2 Q 2 H 30 D 12 Mv


20 Sk Bludgeon 1 (Damage 10) Sp Huge Ha AR Tr 1
dice x 1000 Gold, 1 dice divided by 2 magic items F
Hostile X 2,000
A huge rock guardian.

Stingray, Giant Flying S 3 C 1 Q 5 H 9 D 8 Mv 50 Sk


Barb 3 (Damage 3+Poison), Bite 2 (Damage 2) Sp Fly,
Poison Ha B, O, A F Hostile X 80
A giant fish, with a deadly stinger, capable of
genuine flight. Can stay out of the water for a
maximum of 15 minutes.

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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Striding Sloper S 6 C 3 Q 3 H 18 D 9 Mv 60 Sk Bruiser


3, Bludgeon 3* Ha B, D, J, M F Friendly X 100
*Slopers wield giant clubs that do 5 Damage.
Tall, shy and gentle, slopers know their islands well.
They avoid humans, but are helpful in a pinch.

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.

Tortoise, Sage S 2 C 6 Q 1 H 6 D 6* Mv 5 Sk Lore 6


Sp Hunker Down* Ha AR, B, C, D, J Tr Roll 1 dice,
on a 3,4, 5 or 6, 1 magic item F Neutral X 20
*When hunkered down in its shell, the sage’s
Defence rises to 14.
A giant tortoise with the face of a human –
extremely wise, but very grumpy.

Toucan, Death S 2 C 1 Q 3 H 6 D 9 Mv 30 Sp Fly, Gaze*


Ha AR, B, A, J F Neutral X 120
*The toucan’s gaze can kill – it can stare at one target
per round. Victim needs to make a Clever or Strong
roll (Target Number 6) or will instantly drop dead.
A bird with a deadly glare.

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Tree, Hugger S 8 C 1 Q 1 H 18 D 10 Mv 5 Sk Squash


2 (Damage 6) Sp Huge, Swallow, Vulnerable* Ha J
Tr 1 dice x 20 Gold; roll 1 dice, on a 6, 1 magic item
F Hostile X 250
*If successfully attacked with fire, receives an extra
1 dice of damage.
A moving tree, which tries to engulf unwary
travellers in its trunk.

Urchin, Archer S 3 C 1 Q 1 H 9 D 9 Mv 2 Sk Archery 3


(Damage 4) Ha O, B F Neutral X 30
A large urchin which shoots sharp spines at any who
come too close.

Vine, Strangler S 4 C 1 Q 3* H 12 D 9 Mv 30 Sk Strangle


2 (Damage 3) Sp Grip Ha J, S Tr 1 dice x 10 Gold F Hostile
X 40
*A vine can’t leave the tree it is anchored upon
A vine that twists itself around those who pass beneath,
so it can strangle them and drink their blood.

Water Folk S 3 C 3 Q 3 M 30 H 9 D 9 Mv 30 Sk Blades


2, Claws 2 (1 Damage) Ha B, O Tr F Friendly X 30
Capable of breathing water or air, water folk usually
live in domed villages beneath the waves.

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Zombie S 4 C 1 Q 1 H 9 D 9 Mv 10 Sk Bruiser 3 Ha AR,


C, M, D Tr One dice worth of Gold x 2 F Hostile X 25
Lumbering undead horrors.

Animals and Giant Animals


Alligator S 6 C 1 Q 3 H 15 D 9 Mv 20 Sk Bite 3 (Damage 5), Swim 3 Ha S F
Neutral X 75
Reptilian swamp dweller.

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.

Ant, Giant S 4 C 1 Q 3 H 9 D 8 Mv 30 Sk Bite 2


(Damage 2) Sp Some species are poisonous/some
can fly Ha AR, B, J, D, S, C Tr 1 dice Gold F Hostile X
30 (50 if poisonous)
A giant ant, sometime poisonous, always bitey.

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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Ape, Colossal S 18 C 1 Q 3 H 50 D 12 Mv 50 Sk Pound


5 (Damage 12), Throw Huge Rock 3 (Damage 6),
Swipe with Tree 4 (Damage 4 to all in path) Ha AR,
J Tr 1 dice x 200 Gold; roll 1 dice, on a roll of 4-6, 1
magic item F Friendly X 3,000
An outsize ape who towers over all but the tallest
jungle forests.

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.

Cat S 1 C 1 Q 4 H 3 D 6 Mv 40 Sk Claw/Bite 4 (0 damage,


but annoying) Sneaky 2, Trip 1 F Neutral X 3
The kind of feline that will trip you up – a popular pirate
pet.

Centipede, Giant S 7 C 1 Q 2 H 15 D 7 Mv 20 Sk Bite


2 (3 Damage) Sp Huge, Poison Ha AR, B, C, D, J Tr 1
dice x 10 Gold F Hostile X 175
An outsized venomous centipede.

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Crab, Giant S 4 C 1 Q 2 H 9 D 10 Mv 20 Sk Pincer 2


(Damage 2) Sp Grip Ha B, O Tr 1 dice x 10 Gold F
Hostile X 40
A large crustacean.

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.

Dog S 1-2 C 1 Q 4 H 3-6 D 3-6 Mv 40 Sk Bite 3


(Damage 1-4), Track 5 F Neutral X 3-15
Small and yappy or big and dopey, a dog often serves
as a pirate’s best friend.

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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Eel, Electric S 1 C 1 Q 3 H 6 D 9 Mv 30 Sp Shock* Ha O,


S F Neutral X 20
*Delivers a shock to anyone within 1 metre – automatic
1 dice of Damage and stuns target(s) for 1 dice of rounds.
An eel capable of delivering a stunning shock.

Eel, Giant S 6 C 1 Q 4 H 18 D 9 Mv 40 Sk Bite 3


(Damage 5) Sp Huge Ha O, S F Hostile X 100
An out-sized eel.

Eel, Shrieking S 3 C 1 Q 4 H 9 D 10 Mv 40 Sk Bite 2


(Damage 1) Sp Screech* Ha O, S F Neutral X 30
*Deafens anyone who comes within 5 metres for 1 dice
of hours.
An eel that emits a deafening screech when approached.

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

Horse S 5 C 1 Q 5 H 12 D 9 Mv 50 Sk Kick 1 (Damage


3) F Neutral X 40
A horse is a horse, of course! A head at the front, a tail
at the back and a hoof at each corner.

Iguana, Giant S 5 C 1 Q 2 H 15 D 8 Mv 20 Sk Bite 1


(Damage 2) Sp Gaze* Ha AR, B, C, D, J Tr 1 dice x 20
Gold F Neutral X 70
*If threatened, the iguana’s third eye opens and it
can target 1 character a round – unless the target
makes a Quick roll (Target Number 8), he or she will
suffer total amnesia for 1 dice worth of days.
An out-sized lizard - vegetarian and harmless. Mostly.

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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Killer Clam, Giant S 8 C 1 Q 1 H 15 D 6* Mv 1 Sk


Disguise 3**, Snap 4 (Damage 6) Sp Swallow Ha
B, O Tr 1 dice x 20 Gold; roll 1 dice, on a roll of
4-6, 1 magic item F Hostile X 600
*12 when shut.
**When on sea floor.
An outsized clam, capable of snapping shut its shell and trap a small human.

Monkey, Small S 1 C 1 Q 5 H 3 D 9 Mv 40 Sk Bite 1 (Damage


1), Stealthy 3 Ha AR, B, J, M Tr 1 dice Gold F Neutral X 5
A small and cheeky monkey.

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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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.

Parrot S 1 C 2 Q 5 H 3 D 8 Mv 50 Sk Peck 2 (0 Damage


but annoying) Sp Fly Ha AR, B, A, J F Neutral X 5
A brightly coloured speaking bird. Usually foul
mouthed and sarcastic.

Rat S 1 C 1 Q 3 H 2 D 9 Mv 30 Sk Bite 1 (0 damage,


but annoying), Sneaky 4 Ha B, C, J, S F Neutral X 3
A rodent – a common pest aboard ship, but sometimes kept as a pirate’s pet.

Rat, Giant S 2 C 1 Q 4 H 6 D 7 Mv 40 Sk Bite 2


(Damage 2) Ha AR, B, C, J, S Tr 1 dice x 2 Gold F
Hostile X 12
A rat the size of a very large dog – very dangerous
when in numbers.

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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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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.

Snake, Giant Constrictor S 10 C 1 Q 3 H 30 D


8 Mv 40 Sk Bite 5 (Damage 6+Poison) Sp
Huge Ha AR, J, S Tr 1 dice x 20 Gold; roll 1
dice, on a roll of 4-6, 1 magic item F Hostile
X 900
An outsized anaconda.

Spider, Giant S 4 C 2 Q 4 H 12 D 9 Mv 40 Sk Bite


2 (Damage 3+Poison) Sp Poison Ha AR, C, J, S Tr
1 dice x 10 Gold F Hostile X 80
A giant arachnid, happy to eat whatever gets
caught in its web.

Tick, Giant S 6 C 1 Q 1 H 18 D 12* Mv 40 (Hop) Sk


Bite 2 (Damage 4) Sp Grip (after successful bite
attack, automatic Damage 4 blood drain) Ha C, D,
J, S Tr 1 dice x 10 Gold F Hostile X 180
*Once full (when its drained 18 Health of blood),
its Defence drops to 6.
A truly revolting giant arachnid.

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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

What are Adventure Seeds?


The following adventure seeds have been designed to give the Gamekeeper
a few quick ideas for making his or her own adventures. The intention of the
seeds is to provide inspiration for your own adventures, rather than to provide
fully developed scenarios.

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.

Captain Agnes “Redeye” Hinge, S 3 C 3 Q 3 H 9 D 9 Mv 30 Sk Blades 3, Climb


4, Command 3, Bruiser 1, Shiphandling 2, Shooting 1, Sneaky 4 X 100
Doubloons 4
Hinge’s Crew, S 9 (8+1) C 2 Q 2 H 80 D 7 Mv 20
An Individual Swab, S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Sneaky 1, Blades 1, Climb
1, Shiphandling 1, Shooting 1, Bruiser 1 Tr One dice worth of Gold x 5 X 50
The Gargling Janet, S 7 Q 7 H 25 D 8 Mv 60 Ca 8 Cr 8/80 Cost 5, 500
Captain Strange, S 3 C 3 Q 2 H 9 D 9 Mv 20 Sk Blades 2, Command 4, Bruiser
3, Shiphandling 3, Shooting 2, Sneaky 4 X 100 Doubloons 2
Captain Strange’s Crew, S 13 (12+1) C 2 Q 2 H 120 D 7 Mv 20

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Chapter Four: Adventure Seeds

Individual Privateer, S 2 C 2 Q 2 H 6 D 6 Mv 20 Sk Sneaky 1, Blades 1, Climb


1, Shiphandling 1, Shooting 1, Bruiser 1 Tr One dice worth of Gold x 5 X 50
The Harbinger, S 11 Q 7 H 35 D 10 Mv 70 Ca 8 Cr 12/120 Cost 20,000
Further Adventures: The gem will be sought by the Albionics (and possibly
the Esbanians), and they won’t know whether it is aboard the Player’s pirates’
ship or The Gargling Janet; the pirates might realise that Agnes has made off
with a treasure, and want to chase her down to seize it for themselves; the
gem might be cursed – e.g., those within a set range of the gem can never
sleep (if so, remember to describe the strange state of the Harbinger’s crew);
or everyone covets the jewel; or the jewel slowly turns those nearby into
zombies, or a combination of the three previous examples.

Bring My Baby Back


A governor’s or daughter (or son) has been abducted by a dangerous
buccaneer. The governor turns to the Player’s pirates for help.
Starting Point: A small and remote Uropan settlement.
The Job: Captain Ramsey Horn, a wicked buccaneer with an evil reputation,
has abducted a governor’s daughter (or son). There is no-one in the vicinity
able to help the governor, so out of desperation he offers the pirates a bounty
and freedom of the island, if they’ll go and rescue her.
Events: The Player’s pirates begin the scenario at a small and remote Uropan
island settlement. The local governor will invite the Player’s pirates to his
mansion – at sword point, if necessary. He’ll beg the Player’s pirates to rescue
his daughter and offer them various bribes if they’ll take on the job – he’ll
reluctantly explain that there are no naval vessels stationed locally at present,
so he has no-one else to turn to.
The Player’s pirates will have to visit a pirate port on another island to get
information on the kidnapper. If they manage this (by suitably influencing or
intimidating somebody; or winning at a game of chance with another pirate
captain; or by doing a deal with the great dragon, Kaeglith, see p.73), they’ll
discover that Captain Horn has taken the governor’s offspring to another
island, where he is keeping her in a tower, awaiting the arrival of a priest to

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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

The Wrong Hostage


The Player’s pirates capture a prisoner and have to decide what to do with
him (or her).
Starting Point: The open sea (following the capture of a ship).
The Job: The Player’s pirates have just captured a ship. One of the passengers
from the captured ship, Isabel Fiends, approaches them with a proposal –
she claims her father is very wealthy, and if the party work with her they can
secure a ransom, which she will split with them.
She’ll explain her father is the notorious pirate, Captain Talcum Fiend – if the
exchange isn’t handled carefully, or if any harm comes to her, the party will
come to a sticky end. The Player’s pirates should know Talcum is a pirate king
in all but name – he has a large and powerful ship, a ruthless crew and lots
of friends in low places.
Events: The party will need to decide what to do with Isabel. They could play
along with her (but is she going to double-cross them?); take her back to her
father (but will he attack them anyway?); or try to get rid of the problem, by
dropping her off somewhere (which will annoy both Isabel and Talcum).
Talcum and Isabel have a very stormy love-hate relationship – they enjoy
making life hard for each other and foiling each other’s fun – Talcum has
previously tried to have Isabel consigned to a convent or married to a boring
port official, while Isabel has robbed her father on several occasions and
frequently likes to shock and embarrass him. Despite annoying each other,
if any harm befalls Isabel (or if even the slightest disrespect is shown to her),
Talcum will take a terrible vengeance. Likewise, Isabel will happily encourage
the party to rip her father off, but if any harm befalls him, she won’t rest until
he is avenged.
Locations: The open sea; a pirate port.
Suggested characters: Isabel Fiend; Captain Talcum Fiend; Captain Talcum’s
crew.
Isabel Fiend, S 3 C 3 Q 4 H 9 D 12 Mv 40 Sk Blades 3, Climb 4, Bruiser 1,
Shooting 2, Sneaky 2 X 80 Doubloons 4

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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.

Other Plot Ideas


These short paragraphs are less developed than the Adventure Seeds, but
should give you some more ideas to develop for your campaigns.

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.

The Dragon’s Chest


A great dragon wants a job done – and it promises to reward (and not eat)
the Player’s pirates, if they’ll help. It wants them to recover a chest of gold,
stolen from it, and now stashed in an island governor’s mansion. If they
happen take revenge on the governor in the process, all the better.
The dragon will make the offer either through a servant or directly. If it can
transform into a person, it obviously won’t let on it’s a dragon. Likewise, if it
sends a servant, the servant won’t admit to working for a dragon).
The dragon (or servant) will pass on a letter to the pirates, which it will tell
them to read later, as it has details about the mission. Once the pirates read
the letter, they’ll realise they’ve been cursed – any who view the writing are
compelled to carry out the dragon’s task, or slowly be sapped of their vitality
(a loss of Strong 1 per week.) If the task is carried out, the Strong will be
restored. If not, the loss is permanent, and will eventually result in undeath.

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

124
Chapter Seeds: Adventure Seeds

will have to work as a team, as their vessels will be individually outclassed –


weight of numbers will be their only chance for a victory); all sorts of dirty
tricks (perhaps encouraging the sailors in the Uropan navy to mutiny, etc.);
and a final battle.

Dragon Isles Map


Over the page is a map 11. Farthing Isle 32. New Mann
of the Dragon Isles. 12. Fecunda 33. New Ys
Refer to the key Occidental 34. Nieuw Brugge
below: 13. Goede Lucht Island 35. Nieuw Frisia Island
14. Greater Forlorn 36. Northern Tempests
Sea Features
A. Stormgate Strait 15. Ha’penny Isle 37. North Morgan
B. Straits of Esbaniola 16. High Bressayle 38. Nuevo Mundo
C. Turtle Passage 17. Île Noire 39. Paradis
18. Insect Nation 40. Port Alexander
Islands & Towns 19. Isla de Deception 41. Richport Island
(Towns are in bold). 20. Isla de las 42. Ruby Island
Piramides 43. Safehaven
1. Blackwood Isle
21. Isla del Miedo 44. Skull Island
2.Conflagration
Archipelago 22. Islas des Ruinas 45. Southern Tempests
3. Crone Island 23. Isla Fecunda 46. South Morgan
4. Deceit 24. Isle of Wights 47. Tallula Island
5. Defiance 25. Landfall Islands 48. Three Witches, The
6. Dragon Island 26. Lesser Forlorn 49. Tortuga
7. Dragon’s Run, The 27. Maiden Island 50. Treasure Islands
8. East Stormgate Isle 28. Molly Island 51. West Stormgate
9. Elliander Isle 29. Mother Island Isle
10. Esbaniola 30. Morgan Isles 52. Yamarca
31. New Albion

125
Chapter Four: Adventure Seeds
28

24
42

12
23
31

33 6

48
52
27 29
3
1
Kraken Sea

11
15
16

126
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
127
Player: __________________________________
OneDice Character: _______________________________

Level:____ Exp: _________ Doubloons: _______

Strong Health Background/Portrait

Clever Defence

Quick Move

Magic Spells

Skill Points [Attrib] Bonus Total Weapon Dam Rng


_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
Ship Ship: ________________ Type: _____________

Captain: ________________________________

Strong Health Cargo

Quick Defence Crew

Move

Whole Crew
S: C: Q: H: D: M:

Individual Crew
S: C: Q: H: D: M:

Skill Points [Attrib] Bonus Total Weapon Dam Rng


_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________
_____________________________________ _____________________

Notes

____________________________________________________________
____________________________________________________________
____________________________________________________________
____________________________________________________________
____________________________________________________________
____________________________________________________________
OneDice
Quick and easy fantasy pirate roleplaying

by Peter Cakebread & Ken Walton

Pirates & Dragons is a game of swashbucking adventure


in a fantasy world of dragons, monsters, zombies and
magicians! Cruise the Dragon Isles in search of treasure
and glory! Fight giant monsters and rival pirates in
exciting sea battles! Explore ancient ruins haunted by
evil necromancers, fell beasts, and sinister dragons!
The OneDice system is easy to pick up and play.
Everything you need (except for pencils, paper and an
ordinary six-sided dice) is in this book.

Suitable for ages 10+


OneDice Pirates & Dragons is a standalone game, but
is compatible with all other games in the OneDice
series!

CW005003

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