⚔️ 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 |
|---|---|---|---|---|
| 2 | Sloop | Fast single-masted vessel, pirate favorite | 10-12 | 75 |
| 3 | Schooner | Quick two-master, coastal raider | 8-14 | 80 |
| 4 | Brigantine | Two-masted square-rigger | 12-16 | 100 |
| 5 | Frigate | Fast naval warship, powerful | 32-44 | 250 |
| 6 | Galleon | Spanish treasure ship, heavy | 30-40 | 200 |
| 7 | Man-of-War | Massive warship, devastating | 60-100 | 500+ |
| 8 | Merchant Brig | Cargo vessel, lightly armed | 6-10 | 60 |
| 9 | Bark | Three-masted trader | 10-16 | 90 |
| 10 | Corvette | Small fast warship | 16-24 | 150 |
| 11 | Cutter | Single-mast patrol vessel | 8-12 | 50 |
| 12 | Pink | Narrow-sterned cargo carrier, agile in shallow waters | 4-8 | 40 |
| 13 | Snow | Two-masted brig variant, reliable in rough seas | 10-18 | 90 |
| 14 | Xebec | Mediterranean three-master, favored by corsairs | 20-24 | 150 |
| 15 | Fluyt | Dutch cargo hauler, minimal guns, maximum hold | 4-8 | 60 |
| 16 | Pinnace | Small, fast scout vessel, often carried by larger ships | 2-6 | 25 |
| 17 | Fire Ship | Sacrificial vessel packed with combustibles, crewed by the desperate | 0 | 10 |
| 18 | Dhow | Indian Ocean trader, remarkably fast with favorable wind, carries surprising cargo | 6-12 | 65 |
| 19 | Hospital Ship | Nominally protected by treaty; flagrantly misused by all sides; holds secrets | 8-14 | 80 |
| 20 | Unknown Vessel | No 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. | Unknown | Unknown |
💰 Treasure & Plunder (2d10)
| 2d10 | Treasure | Description | Value |
|---|---|---|---|
| 2 | Spanish Doubloons | Gold coins, pirate currency | High |
| 3 | Pieces of Eight | Silver reales, common payment | Moderate |
| 4 | Jeweled Crown | Stolen royalty treasure | Very High |
| 5 | Pearl Necklace | South Seas treasure | High |
| 6 | Spice Cargo | Nutmeg, pepper, cinnamon | Moderate-High |
| 7 | Silk Bolts | Fine Chinese silk | Moderate |
| 8 | Rum Barrels | Caribbean spirits | Low-Moderate |
| 9 | Navigation Charts | Secret routes and locations | Variable |
| 10 | Aztec Gold | Cursed treasure (literal) | Priceless/Worthless |
| 11 | Ivory Tusks | African elephant ivory | High |
| 12 | Indigo Dye Casks | Prized textile dye, high demand in European markets | Moderate-High |
| 13 | Silver Ingots | Uncoined silver from New World mines, heavy but liquid | High |
| 14 | Weapons Cache | Pistols, cutlasses, and a small field cannon, freshly made | Moderate (+ tactical) |
| 15 | Diplomatic Letters | Sealed correspondence between hostile nations; highly dangerous, highly valuable | Variable (dangerous) |
| 16 | Rare Books & Maps | Illuminated manuscripts, ancient charts, forbidden texts - worth fortunes to the right scholars | Very High (to buyers) |
| 17 | Living Cargo | Escaped captives, political prisoners, or someone's hostage - each with their own story and consequences | Complicated |
| 18 | Alchemical Supplies | Sealed crates of ingredients for medicines or worse; labeled in a dead language; buyer already paid for delivery | High (if delivered) |
| 19 | Royal Commission | Signed letters of marque granting legal piracy rights in a specific sea lane; whoever holds them owns a license to plunder | Extraordinary |
| 20 | The Ship's Heart | A 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 |
|---|---|---|
| 2 | Broadside | Turn ship sideways, unleash full gun battery |
| 3 | Raking Fire | Shoot down length of enemy ship, maximum damage |
| 4 | Boarding Action | Grapple and send crew to fight hand-to-hand |
| 5 | Chain Shot | Destroy enemy rigging and sails, immobilize |
| 6 | False Colors | Fly friendly flag, approach close, then attack |
| 7 | Running Battle | Chase while exchanging fire, test endurance |
| 8 | Crossing the T | Position ship perpendicular to enemy, maximum advantage |
| 9 | Tacking into Wind | Sail against wind using zigzag pattern |
| 10 | Fire Ship | Set abandoned vessel ablaze, ram into enemy fleet |
| 11 | Stern Chase | Pursue from behind, harass rear guns |
| 12 | Feigned Retreat | Draw enemy into pursuit, reverse suddenly when wind favors, catch them unprepared |
| 13 | Smoke Screen | Burn wet material to create concealing smoke, change course under cover, emerge from unexpected angle |
| 14 | Anchor Turn | Drop anchor at speed to pivot ship sharply, bringing guns to bear faster than any sail maneuver allows |
| 15 | Shore Battery Bait | Lure enemy into range of allied or captured shore guns, coordinate fire for devastating crossfire |
| 16 | Night Attack | Douse all lights, approach in darkness, board or fire at close range before enemy can see the threat |
| 17 | Double Boarding | Simultaneous attack from both sides using two vessels; enemy crew split, confused, and overwhelmed |
| 18 | Sacrificial Decoy | Small vessel draws enemy fire and attention while main ship repositions; crew of decoy knows the risk |
| 19 | Powder Room Threat | Boarding party reaches enemy magazine and threatens to detonate; standoff forces surrender or mutual destruction |
| 20 | The Dead Man's Run | Disable 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 |
|---|---|---|
| 2 | Captain | Commands ship, makes battle decisions, elected by crew |
| 3 | Quartermaster | Represents crew, divides plunder, disciplines crew |
| 4 | First Mate | Second in command, manages daily operations |
| 5 | Sailing Master | Navigation and piloting expert |
| 6 | Boatswain (Bosun) | Maintains ship, supervises rigging and sails |
| 7 | Gunner | Responsible for cannons, powder, shot |
| 8 | Master Gunner | Trains gun crews, coordinates broadsides |
| 9 | Carpenter | Repairs ship damage, plugs leaks during battle |
| 10 | Surgeon/Sawbones | Treats wounded (often drunk, little training) |
| 11 | Cook | Prepares meals (often one-legged veteran) |
| 12 | Powder Monkey | Young crew member carrying powder charges to guns during battle; fast, expendable, often surprisingly competent |
| 13 | Lookout | Posted in crow's nest, first to spot sails, reefs, and things that shouldn't be on the water |
| 14 | Purser | Manages supplies, provisions, and accounts; knows exactly how long before the crew starves |
| 15 | Master at Arms | Maintains weapons, enforces internal discipline, trains crew in boarding tactics |
| 16 | Interpreter/Linguist | Speaks enough languages to negotiate or deceive in most ports; often the most educated person aboard |
| 17 | Spy/Informant | Officially listed as ordinary crew; actually reporting to someone else; loyalty unclear; information accurate |
| 18 | Former Privateer | Holds expired letters of marque; legally complicated; knows naval patrol patterns intimately; navy wants them back |
| 19 | Sea Priest | Provides spiritual protection and crew morale; the rites they perform are not from any established church; they work anyway |
| 20 | The One Nobody Hired | Present 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 |
|---|---|---|
| 2 | Tavern Brawl | Drunken fight over insults or dice |
| 3 | Recruiting Crew | Find desperate or foolish sailors |
| 4 | Selling Plunder | Fence stolen goods for coin |
| 5 | Gambling Den | Dice, cards, lose/win fortune |
| 6 | Courting Danger | Romance with governor's daughter |
| 7 | Ship Repairs | Dry dock, careening, supplies |
| 8 | Brothel Visit | Sailors spend coin on company |
| 9 | Gathering Intel | Learn of treasure ships, routes |
| 10 | Naval Press Gang | Avoid/confront Royal Navy recruiters |
| 11 | Market Shopping | Buy provisions, weapons, luxuries |
| 12 | Seeking a Fence | Find buyer for unusual or suspicious cargo; negotiation required; discretion costs extra |
| 13 | Church & Confession | Crew seeking absolution; priest knows things; information flows both ways in port confessionals |
| 14 | Cockfighting Ring | Betting, watching, brawling; a known smuggler runs the operation; everyone who matters comes through eventually |
| 15 | Meeting the Harbormaster | Bribes, permits, and careful lies; harbormaster knows every ship, every cargo, and is currently being watched |
| 16 | Pursuing a Bounty | Wanted poster in the tavern - person of interest is in this port right now; so is whoever put out the poster |
| 17 | Auction at the Docks | Ship, cargo, or captive being sold openly; several buyers; at least two shouldn't be allowed to win |
| 18 | Trial in Port | Piracy hearing underway; accused may be innocent; witnesses are for sale; verdict is not yet decided |
| 19 | Governor's Reception | Formal event; attend under false pretense; everyone is lying about something; something valuable is present and unguarded during the dance |
| 20 | Port Is Closed | No 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 |
|---|---|---|
| 2 | Hurricane/Storm | Violent weather, shipwreck danger, crew overboard |
| 3 | Doldrums | No wind for days, rations run low, crew restless |
| 4 | Reef/Shoals | Hidden rocks tear hull, rapid sinking |
| 5 | Kraken/Sea Monster | Tentacles attack ship, drag sailors down |
| 6 | Waterspout | Tornado at sea, deadly if crosses path |
| 7 | Rogue Wave | Massive wall of water, capsizing risk |
| 8 | Sargasso Sea | Thick seaweed traps ship, strange creatures |
| 9 | Fog Bank | Zero visibility, collisions, ghost ships |
| 10 | Siren Song | Enchanted voices lure sailors to rocks |
| 11 | Becalmed | No wind for week+, water shortage, madness |
| 12 | Uncharted Currents | Ship swept off course by powerful flow not on any chart; takes days to correct; new position uncertain |
| 13 | Floating Wreckage | Debris field from recent sinking; survivors possible; valuables present; so is whatever caused the wreck |
| 14 | Disease Outbreak | Sickness spreading belowdecks; source unknown; nearest port may refuse entry; crew morale failing fast |
| 15 | Magnetic Anomaly | Compasses spin uselessly for hours; stars obscured; navigation by instinct only; something large is below |
| 16 | Ghost Fleet | Multiple spectral vessels on the horizon, matching course and speed; don't approach; don't fall behind; do not let them draw level |
| 17 | The Bleeding Sea | Water turns deep red for miles in every direction; fish surfacing dead; crew superstitious and mutinous; not chemical, not natural, not explained |
| 18 | Impossible Island | Island 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 |
| 19 | The Edge of the Map | Ship has sailed beyond known charts; water changes color; creatures visible that have no names; turning back works, but something followed |
| 20 | The Sea Claims Someone | One 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. |