⚔️ Pirate & Naval Reference

High seas adventure, naval combat, treasure hunting, and pirate life. Roll or choose elements for your swashbuckling campaign.

⛵ Ship Types (2d10)

2d10 Ship Type Description Guns Crew
2SloopFast single-masted vessel, pirate favorite10-1275
3SchoonerQuick two-master, coastal raider8-1480
4BrigantineTwo-masted square-rigger12-16100
5FrigateFast naval warship, powerful32-44250
6GalleonSpanish treasure ship, heavy30-40200
7Man-of-WarMassive warship, devastating60-100500+
8Merchant BrigCargo vessel, lightly armed6-1060
9BarkThree-masted trader10-1690
10CorvetteSmall fast warship16-24150
11CutterSingle-mast patrol vessel8-1250
12PinkNarrow-sterned cargo carrier, agile in shallow waters4-840
13SnowTwo-masted brig variant, reliable in rough seas10-1890
14XebecMediterranean three-master, favored by corsairs20-24150
15FluytDutch cargo hauler, minimal guns, maximum hold4-860
16PinnaceSmall, fast scout vessel, often carried by larger ships2-625
17Fire ShipSacrificial vessel packed with combustibles, crewed by the desperate010
18DhowIndian Ocean trader, remarkably fast with favorable wind, carries surprising cargo6-1265
19Hospital ShipNominally protected by treaty; flagrantly misused by all sides; holds secrets8-1480
20Unknown VesselNo flag, no registry, no listed port of origin. Matches no known design. Moving against the wind. Approaches every ship it encounters. Has never been successfully boarded.UnknownUnknown

💰 Treasure & Plunder (2d10)

2d10 Treasure Description Value
2Spanish DoubloonsGold coins, pirate currencyHigh
3Pieces of EightSilver reales, common paymentModerate
4Jeweled CrownStolen royalty treasureVery High
5Pearl NecklaceSouth Seas treasureHigh
6Spice CargoNutmeg, pepper, cinnamonModerate-High
7Silk BoltsFine Chinese silkModerate
8Rum BarrelsCaribbean spiritsLow-Moderate
9Navigation ChartsSecret routes and locationsVariable
10Aztec GoldCursed treasure (literal)Priceless/Worthless
11Ivory TusksAfrican elephant ivoryHigh
12Indigo Dye CasksPrized textile dye, high demand in European marketsModerate-High
13Silver IngotsUncoined silver from New World mines, heavy but liquidHigh
14Weapons CachePistols, cutlasses, and a small field cannon, freshly madeModerate (+ tactical)
15Diplomatic LettersSealed correspondence between hostile nations; highly dangerous, highly valuableVariable (dangerous)
16Rare Books & MapsIlluminated manuscripts, ancient charts, forbidden texts - worth fortunes to the right scholarsVery High (to buyers)
17Living CargoEscaped captives, political prisoners, or someone's hostage - each with their own story and consequencesComplicated
18Alchemical SuppliesSealed crates of ingredients for medicines or worse; labeled in a dead language; buyer already paid for deliveryHigh (if delivered)
19Royal CommissionSigned letters of marque granting legal piracy rights in a specific sea lane; whoever holds them owns a license to plunderExtraordinary
20The Ship's HeartA sealed iron chest bolted to the keel, not on any manifest. It pulses faintly. The previous crew would not touch it. Three buyers have inquired about it before the ship was even boarded.Unknown

⚓ Naval Combat Maneuvers (2d10)

2d10 Maneuver Description & Effect
2BroadsideTurn ship sideways, unleash full gun battery
3Raking FireShoot down length of enemy ship, maximum damage
4Boarding ActionGrapple and send crew to fight hand-to-hand
5Chain ShotDestroy enemy rigging and sails, immobilize
6False ColorsFly friendly flag, approach close, then attack
7Running BattleChase while exchanging fire, test endurance
8Crossing the TPosition ship perpendicular to enemy, maximum advantage
9Tacking into WindSail against wind using zigzag pattern
10Fire ShipSet abandoned vessel ablaze, ram into enemy fleet
11Stern ChasePursue from behind, harass rear guns
12Feigned RetreatDraw enemy into pursuit, reverse suddenly when wind favors, catch them unprepared
13Smoke ScreenBurn wet material to create concealing smoke, change course under cover, emerge from unexpected angle
14Anchor TurnDrop anchor at speed to pivot ship sharply, bringing guns to bear faster than any sail maneuver allows
15Shore Battery BaitLure enemy into range of allied or captured shore guns, coordinate fire for devastating crossfire
16Night AttackDouse all lights, approach in darkness, board or fire at close range before enemy can see the threat
17Double BoardingSimultaneous attack from both sides using two vessels; enemy crew split, confused, and overwhelmed
18Sacrificial DecoySmall vessel draws enemy fire and attention while main ship repositions; crew of decoy knows the risk
19Powder Room ThreatBoarding party reaches enemy magazine and threatens to detonate; standoff forces surrender or mutual destruction
20The Dead Man's RunDisable own steering, lock cannons aimed broadside, and drift directly toward enemy at full sail. Opponent must break off or take a full broadside at point-blank range. Your crew does not love this plan.

👥 Pirate Crew Roles (2d10)

2d10 Role Responsibilities
2CaptainCommands ship, makes battle decisions, elected by crew
3QuartermasterRepresents crew, divides plunder, disciplines crew
4First MateSecond in command, manages daily operations
5Sailing MasterNavigation and piloting expert
6Boatswain (Bosun)Maintains ship, supervises rigging and sails
7GunnerResponsible for cannons, powder, shot
8Master GunnerTrains gun crews, coordinates broadsides
9CarpenterRepairs ship damage, plugs leaks during battle
10Surgeon/SawbonesTreats wounded (often drunk, little training)
11CookPrepares meals (often one-legged veteran)
12Powder MonkeyYoung crew member carrying powder charges to guns during battle; fast, expendable, often surprisingly competent
13LookoutPosted in crow's nest, first to spot sails, reefs, and things that shouldn't be on the water
14PurserManages supplies, provisions, and accounts; knows exactly how long before the crew starves
15Master at ArmsMaintains weapons, enforces internal discipline, trains crew in boarding tactics
16Interpreter/LinguistSpeaks enough languages to negotiate or deceive in most ports; often the most educated person aboard
17Spy/InformantOfficially listed as ordinary crew; actually reporting to someone else; loyalty unclear; information accurate
18Former PrivateerHolds expired letters of marque; legally complicated; knows naval patrol patterns intimately; navy wants them back
19Sea PriestProvides spiritual protection and crew morale; the rites they perform are not from any established church; they work anyway
20The One Nobody HiredPresent on crew manifest. Draws a share. Does their work well. Nobody remembers signing them on. Nobody wants to ask.

🏴‍☠️ Port of Call Activities (2d10)

2d10 Activity Description
2Tavern BrawlDrunken fight over insults or dice
3Recruiting CrewFind desperate or foolish sailors
4Selling PlunderFence stolen goods for coin
5Gambling DenDice, cards, lose/win fortune
6Courting DangerRomance with governor's daughter
7Ship RepairsDry dock, careening, supplies
8Brothel VisitSailors spend coin on company
9Gathering IntelLearn of treasure ships, routes
10Naval Press GangAvoid/confront Royal Navy recruiters
11Market ShoppingBuy provisions, weapons, luxuries
12Seeking a FenceFind buyer for unusual or suspicious cargo; negotiation required; discretion costs extra
13Church & ConfessionCrew seeking absolution; priest knows things; information flows both ways in port confessionals
14Cockfighting RingBetting, watching, brawling; a known smuggler runs the operation; everyone who matters comes through eventually
15Meeting the HarbormasterBribes, permits, and careful lies; harbormaster knows every ship, every cargo, and is currently being watched
16Pursuing a BountyWanted poster in the tavern - person of interest is in this port right now; so is whoever put out the poster
17Auction at the DocksShip, cargo, or captive being sold openly; several buyers; at least two shouldn't be allowed to win
18Trial in PortPiracy hearing underway; accused may be innocent; witnesses are for sale; verdict is not yet decided
19Governor's ReceptionFormal event; attend under false pretense; everyone is lying about something; something valuable is present and unguarded during the dance
20Port Is ClosedNo ships leaving. No explanation given. Soldiers on the docks. Something came in on the last vessel and the governor knows what it is. Nobody else does. Yet.

🌊 Sea Hazards & Encounters (2d10)

2d10 Hazard Description & Danger
2Hurricane/StormViolent weather, shipwreck danger, crew overboard
3DoldrumsNo wind for days, rations run low, crew restless
4Reef/ShoalsHidden rocks tear hull, rapid sinking
5Kraken/Sea MonsterTentacles attack ship, drag sailors down
6WaterspoutTornado at sea, deadly if crosses path
7Rogue WaveMassive wall of water, capsizing risk
8Sargasso SeaThick seaweed traps ship, strange creatures
9Fog BankZero visibility, collisions, ghost ships
10Siren SongEnchanted voices lure sailors to rocks
11BecalmedNo wind for week+, water shortage, madness
12Uncharted CurrentsShip swept off course by powerful flow not on any chart; takes days to correct; new position uncertain
13Floating WreckageDebris field from recent sinking; survivors possible; valuables present; so is whatever caused the wreck
14Disease OutbreakSickness spreading belowdecks; source unknown; nearest port may refuse entry; crew morale failing fast
15Magnetic AnomalyCompasses spin uselessly for hours; stars obscured; navigation by instinct only; something large is below
16Ghost FleetMultiple spectral vessels on the horizon, matching course and speed; don't approach; don't fall behind; do not let them draw level
17The Bleeding SeaWater turns deep red for miles in every direction; fish surfacing dead; crew superstitious and mutinous; not chemical, not natural, not explained
18Impossible IslandIsland appears that matches no chart; fresh water and food visible; island not there on departure; something left behind on the ship smells of the place
19The Edge of the MapShip has sailed beyond known charts; water changes color; creatures visible that have no names; turning back works, but something followed
20The Sea Claims SomeoneOne crew member simply gone. No splash. No scream. No sign. Present at last watch, absent at the next. The sea took them. The sea sometimes does. The rest of the crew knows better than to ask why.