Broken Compass - Season 02 - Jolly Roger [PDF]

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Zitiervorschau

This manual is more what you’d call guidelines than actual rules

A project by: Two Little Mice Authors: Riccardo “Rico” Sirignano and Simone Formicola Art : Daniela Giubellini Graphic design : Antonio D’Achille Translation : Caterina Arzani Revision : Jamie Peter Watkins Additional texts: Leonardo Valenti Thanks to :

Chiara Listo and Giuseppe Vitale (Morgengabe), Roberto Petrillo and Raven Distribution, Admin T e Sesso Droga e D&D, Giuseppe Visciano, Luca Carbone and Alessandro Savino (Genitori di Ruolo), Fabio Bottoni, Giuliano Gianfriglia, Amedeo Davit, Claudia Cirillo, Andrea Buzzi, Andrea Barbaglio, Celine Pernechele, Grelots Lagriffe, Marcus Burggraf, Guy Lévi-Bochi, Emanuele Klemp, Mauro Monti (Casa Kilamdil), InnTale and all our backers on Kickstarter

©2021 Two Little Mice. Any reproduction, even partial, of the manual or elements thereof without prior express authorization of the authors is strictly prohibited

Before we begin Pirates have always been controversial figures. On one side, pirates are romantic swashbucklers and fearless revolutionaries, irreverent Robin Hoods of the seas who stand against both power and oppression. On the other, they’re thieves and crooks, ruthless criminals who often made no distinction among their prey and committed heinous atrocities. This manual is no history book, and our aim is to portray the former aspect of piracy, the adventurous era we know as Golden Age, recently brought back to mainstream medias by works such as the Pirates of the Caribbean saga, the TV-series “Black Sails”, and the video game “Assassin’s Creed: Black Flag”. Everything you’re about to read is based in history, and we did our best to do our research and give you a believable portrayal of piracy. Be aware, however, that more than once our love for what pirates stood and stand for got the best of us, pushing historical accuracy aside. Happy gaming!

Contents Section I

6

WELCOME 8 THE GOLDEN AGE OF PIRACY 10 UNDER THE BLACK FLAG 14 ADVENTURERS OF THE CARIBBEAN 19 PLACE TO CALL HOME 22 WOMEN ON BOARD 23 NEW TAGS 24

Section II

32

THE CARIBBEAN 34 CITIES OF THE CARIBBEAN 38 ARMIES OF THE CARIBBEAN 42 THE SLAVE TRADE 44 TECHNOLOGY 46 WEALTH 50 TREASURES OF THE CARIBBEAN 52 EXTRAS 60

Section III

64

PIRATES 66 A PIRATE’S LIFE 68 THE PIRATE CODE 72

Section IV

90

RULESOF THE SEA 92 SHIP CHALLENGES 94 CREW ACTIONS 96 FACE THE SHIP CHALLENGE 98 SHIP DANGERS 102 THE ACCIDENTAL SHIPWRECK 103 NAVAL COMBAT 104 DARING ACTION 110 ROLES ON A SHIP 114 SHIPS 116 SEA SHANTIES 119 SWIMMING AND DIVING 122 DUELS 124 GAMBLING 130 AND A BOTTLE O’ RUM! 134

Section V

136

ON-DEMAND SEASON THE CURSE OF EL DORADO EL DORADO THE RIVAL

138 146 148 150

Section VI

152

EPISODE 1 EPISODE 2 EPISODE 3 EPISODE 4 EPISODE 5 EPISODE 6

154 164 174 186 196 208

Section I Jolly Roger

Welcome Mi ricordi me da giovane. Ye remind me of my youth. Don’t tell me. The first time you set eyes on the sea, you knew that was your place, that you’d never feel free unless you were sailing the deep. Or maybe your mum left you her diary and an old, crusty map and, like a true romantic, now you need to know if that red X marks the spot where a treasure is buried. Maybe you just want the world to know that you’re the one now. You’re still here. No, not a word. You’re a ship captain with medals and stripes, maybe the cunning daughter of a governor, dreaming a life of adventure. Or just a scurvy dog, a crook like many others, gallows dirt drenched in rum, who just wants to live their life. Ye might even be a professional pirate, a free spirit with a grin on your face and the wind always in your sails. One of them bastards who feel like they own the world. They’re my favorites! Thaere’s that grin. It doesn’t matter how many times you’ve seen the sunset set the sea ablaze, it keeps getting better. Come on then, all hands on deck! Haul the anchor, hoist the sails, and find the wind! This tub ain’t gonna sail itself! And take the lead on the next shanty: there’s not a soul can hear us out here, sing for the fishes and sunken treasure. It takes elbow grease, I say, but it takes heart too! This is the age of Jolly Rogers, the golden age of piracy: old salt like us will never feel this freedom again. Out here, nobody owns anything and if you really want something, you must be ready to fight for it. You’re just a deckhand now, new salt with little sense in you, a fish who’s lived out of water until now and has just begun to learn their place in the world. We all start out like that, anyone who says otherwise is a liar. So grab the besom and get to sweeping the galley, buff the cannonballs, and stick by me: I’ll teach you everything I know.

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Jolly Roger is the second expansion for the Broken Compass

Role Playing Game. In this book, you’ll find everything you need to set sail on the seas and board Adventure in the early 1700s, a romantic and violent time that will go down in history as the Golden Age of Piracy. Whether you want to set course for Treasure Island, sail the seas with your hearties, or climb the rigging and sail to save your life, you’ll be right at home. The age of Jolly Roger has this and more in store. Here, even the worst lowlife can hoist the black jack and live like a truly free man for a couple of days at least. And if plotting a course to desert islands following crusty maps isn’t enough to quench your thirst for Adventure, in this book, you’ll also find all you need to know to fight to the death in duels like you can only fight on the yard of the main mast as sky and sea meet in storm around you, and even rules to cross cannons in booming naval combats and board enemy vessels. You’ll find more Adventure in a day at sea than in a century on land, that’s for sure. And if the course isn’t clear yet and you fear you might end up in the shallows, at the end of this book you’ll find an On-Demand Season ready to play. There’s plenty o’ Episodes with fair winds to lead you along for a thrilling story. Make good use of it.

Jolly Roger is based on the Fortune System: a set of game mechan-

ics that use small pools of six-sided dice (from now on d6) to determine the outcome of any task that might entail risks or end in accidents. You can find the complete set of mechanics in the core rulebook Broken Compass: Adventure Journal.

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The Golden Age of Piracy You know how it goes. A crazy Italian guy gets his hands on three ships and sets off in search of Adventure. Then he gets lost, falls off the nautical charts, and discovers the other half of the world. It’s not every day stuff like that happens, right? For the first, only, and last time the map is finally complete. There’s no more World to discover. Less than two centuries later, everybody knows that the Caribbean Sea is a corner of paradise, a land blessed by all gods, an open-air treasure ripe for the taking. This is the age of piracy, a score of years with winds in their sails, on course to the bitter end like a prisoner taking their last stroll in the sun on the way to the gallows. The world’s full of sailors with high aspirations, men and women who’ve weathered salt and wind. At least, that’s what they tell you. Most of them are no-good crooks, deckhands without a home, people like you that are closer to bilge rats than sea dogs. Some call themselves free men, and all dream of freedom, but few really know what that is. At least, I’ve never met any who do. See, that’s the cruel lie of the sea: true freedom can only be found on a quick corvette or a mighty galleon, sails filled with tailwinds, but all ships must come to port, and all ports fly a flag. Holland, France, Spain, or bloody Britain, they all have to choose a side, and it’ll never be yours! Then in sails a captain without a flag. For all I know, that man was born of the Ocean herself. His name was Emanuel Wynn, and he chose to hoist his own flag, one with no colors that could be tied to the great national fleets: a black flag. And on the flag, he sewed a smiling skull, two crossed bones, and an hourglass. He was a real tough one, and I think he liked all he met to know it. So at the end of the 17th century, captain Wynn hoisted the first ever Jolly Roger and called himself a free man, a pirate of the best sort, a legend of the seas that taught all sods like us to walk with our head held high against

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those who think they can own the World. The rest is history. From that day on, every soul brave enough or crazy enough to tell the whole World to shove it began flying a Jolly Roger, their own personal flag. They thought the world had unfairly denied them their birthright, and they would take it back by force and wile. I’m talking about people like “Calico Jack” Rackham, Edward “Blackbeard” Teach, Anne Bonny, Stede Bonned, Tripwood, Mary Read… You know their names. Those were the real pirates, and for a short time, the World was theirs.

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THE LAST FREE MEN So long as there are blanks on the maps, anyone can hold the delusion that there is a place for them in the world that’s yet to be discovered, and that at any moment, the bow of their ship could bump into a promised land, free of laws and oppression. The problem is that over the years, maps start to get filled in, and if the world’s bigger than ever, everything else is getting smaller. People looking for a place of their own can’t just set sail to far off lands and leave civilization behind. The only option left for those seeking true freedom is hoisting the black flag and living as outlaws on the same seas that empires and colonizers cross, wrapping the world ever tighter in chains. You might be aboard a merchant ship, or you might be one of those fools in a wig that for a handful of gold and the illusion of power chose to enroll in the King’s navy. Who cares which king, they’re all the same. Perhaps you even believe in what you do, or you didn’t have a choice, but sooner or later, the Caribbean Sea will teach you a harsh lesson: nobody’s ever really on your side, and the governors in these lands are worse than the poor sods who hang by a noose in port to scare sailors. Sooner or later, you’ll have to realize that that it’s an unjust world, and that all the power in the world won’t free you from the shackles you were born in. You might have gotten that already, and now you’re used to the view you get from the top of the gallows, watching the crowd. You could

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be a no-good crook, a pirate, or maybe you only dream of becoming one. But what sets you apart from the others is the fact that you have a Treasure in sight and you know that this is your time, that the gibbets that hang from every pole and the nooses tied to them will never be your end. They’re just props for your breathtaking escape. That’s what the Caribbean was in the beginning: an oasis of lawlessness, corruption and slavery that allowed the governors to do as they please and for people like you to try and break free. Whoever you are: the waiting is over and the New World is your promised land. Here, where clear waters shine in quiet defiance of the authority of men, hiding secrets and dangers, even you have a chance at claiming the Treasure for your own and changing your luck for ever. You don’t even realize how unique this opportunity is. In a few brief years, all this will be gone forever. This score of years is just one last blood-red sunset, the last gasping breath before the World plunges into darker waters. The last journey before taking to land forever. How lucky you are to be here today, now, in the time of great fights, endless drinking, belted songs and black flags, in the sea of paradise, the Caribbean Sea, home of the last Free Men!

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When are we? Jolly Roger takes place in what is commonly known as the Golden Age of Piracy, that is the early1700s, the period that goes from when captain Wynn hoisted the first Jolly Roger in history to when captain Fly was forced to furl the last one down. And for even more precision, the book will focus on the years after the War of the Spanish Succession, so from 1716 to 1726. Ten years were more than enough for the great captains of Nassau to make history, and I’m sure they’ll be enough for you to do the same.

Under the Black Flag When captain Wynn designed the first Jolly Roger, he clearly wanted to make a statement. First off, he chose a black flag, one that would stand out among the colorful array of national flags and that would clearly tell you who you were dealing with. And on that flag, he put three shapes, three symbols that can easily tell the story of piracy. The first thing that Wynn placed front and center on the flag was a nice, smiling white skull, for he knew that this story would never end well. And tides take me, he was right! The age of piracy was bloody, violent and short, a handful of years where anything that couldn’t be solved with a cannonball would surely be solved by the blade of a cutlass, or at worst a noose. If you ever lock eyes with a true pirate, you can be sure that things will go downhill very fast. And if you’re brave or foolish enough to hoist your own black flag, you best realize that the sailing won’t be smooth for you either. Piracy is a one-way ticket to freedom, but the journey is usually rather brief. Under the skull, Wynn had two crossed bones sewn in. Some other lowlifes will put swords there, but the message’s the same. The crossed bones or blades state that everything has a price, and that if you don’t want to lose your freedom, you’ll have to fight the hard fight. givingNobody’s giving anything away here, and everyone’s trying to take what you have. Heed my word: if the only blade you’ve ever handled is a chef ’s knife, you’d better stay in the kitchen and never set foot on a ship. Once you take to the sea, always remember that everything the water touches is a battlefield.

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Finally, on captain Wynn’s flag there’s an hourglass, a stark white symbol of the relentlessness of time, passing like wind through holey sails and water through the cracked hull of a sinking ship. Old Wynn knew all too well that this business wasn’t made to last, and you should be forewarned as well. If you go adventuring in this lawless time, you best love the journey more than your destination. Think about it: we all have a short time to live, and even less to be truly, completely free! Now, I’m no good with grand speeches, so I’ll keep it brief: history books are chock full of dates, names and battles, and yo can read about them in every library around the World without really being able to understand the Golden Age of Piracy. Heed me: all you need to know is written white on black over captain Wynn’s damned flag. In this age, you best be ready to fight for what’s right, because you know this won’t last. It’ll end badly and it’ll end fast. Drink up, me hearty!

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THE LAST BLACK FLAG After captain Wynn, many frightful crooks took to flying their own Jolly Roger, and you can hardly look at the horizon these days without seeing a good skull on a black or red flag. Sometimes there’s a whole skeleton underneath, or a nice pair of cutlasses. The most fearsome pirates proudly flew their flags, which were a signature, a charter and a promise of trouble to come. For example: Blackbeard’s flag had a skeleton holding an hourglass and an arrow pointing to a bleeding heart; Calico Jack chose a classic skull over two crossed swords; and Christopher Condent sailed beneath of three skulls, each with a pair of crossed bones underneath… But hold your horses, because the stories of those darling crooks can wait. First, I have to tell you about a far more important man. Get your hat off, youngster, and show some respect for captain William Fly, the last damned pirate to ever sail under a black flag. On May 27 of the year of our lord 1726, at one o’clock, Fly led a mutiny to the cabin of Captain Green to inform him that the crew had chosen him, Fly, as the new captain of the Elizabeth Snow. After getting rid of Green and his first mate, Fly renamed the ship Fame’s Revenge and ordered the men to sew a Jolly Roger so that they could sail the seas as pirates.

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Twenty-seven-year-old captain Fly was finally a free man, and he could proudly hoist the simplest Jolly Roger in history: a smiling skull over two crossed bones. There were no other symbols on that flag, not even an hourglass like Wynn had, as if Fly had known that time had already run out and that would be the last Jolly Roger to ever be seen in the Caribbean Sea. Less than two months later, Fly hanged for piracy, and while his early death was but the end of a life, the destruction of his flag spelled the end of a whole era. It took less than thirty years for Wynn’s dream to turn to dust, so you best make your time count!

Torn Flags and Cursed Crews Have you ever heard of the creaking ships flying torn flags under the command of men so evil, even Hell spit them back out? I’ve heard tales of compasses going crazy and winds changing, and… I’ll spare you the details, as it’s honestly quite terrifying. Now, these might just be legends of the seas, told by men whose brains have been stewed by the sun, or they could be true. What I know, is that if you ever get hold of s on Season 1: Golden Age, you’re free to use the rules you find there to add some mystery and spice up the dangers of your Adventures on the open seas.

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I am Call me if you need a Places I call Home

Heritage Homeland Workplace





Words to live by

FIGHT

LEADERSHIP

Po rt

Action

Luck

a

fo

na rt u

STUNT

Guts

COOL

I Feel

DRIVE SHOOT

Knowledge

CULTURE

FIRST AID TECH

Society

CHARM

ELOQUENCE

POWERFUL

+

ACTION

BLEEDING

¯

DARING

+

GUTS

SHOCKED

¯

FOCUSED

+

KNOWLEDGE

DIZZY

¯

CONFIDENT

+

SOCIETY

EMBARRASSED

¯

FIERCE

+

WILD

BROKEN

¯

UNTOUCHABLE +

CRIME

SCARED

¯



+



¯



+



¯

Expertise

OBSERVATION

Wild

Weapons and Gear

SCOUT SURVIVAL TOUGH

Crime ALERT DEXTERITY STEALTH

Pockets

Backpack

Air

SCARS AND EXPERIENCES

Bag

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Pockets

Bag

Backpack

/2

/2

/9

Mags

Adventurers of the Caribbean Down by the docks, people talk a lot. Two soldiers who’ve clearly seen better times talk about the ancient civilizations of the new world, the tons of gold they amassed over centuries. Drunk dockers and deckhands rant and rave about merchant ships so full of all the treasures on God’s green earth that they barely keep afloat. And then there are those that have been sunk by privateers, waiting at the bottom of the sea with their bellies full of doubloons and reales. A toothless lazybones whispers pirate tales about a bloody captain who set out to sea to bury his treasure between two palm trees in the middle of a desert island, never to be seen again. These stories are gold: a single sentence is more valuable than all the money in a country, a treasure worth more than what anyone could ever spend or save in a full life spent plundering, let alone working! Look around: can’t you see that the world’s full of people busting their humps come rain or shine, slaves coming in from the other side of the globe, and free men who need to sell their soul to some king’s flag, just to have a hope of feeding their children? Don’t go believing you’re the only one of these unfortunate souls to have set eyes on the Treasure. This won’t be an easy sailing trip. But you’re not like the others, I saw it as soon as I met you: you have the sunset in your eyes and saltwater in your veins. I don’t know who you are, but there’s a reason you’ve come here today, and whether you see it or not, the reason is that you’ve understood that not all Treasures are made of gold and silver, and that no salary or fancy uniform is worth your freedom. You’re an Adventurer and to you, the Treasure is a matter of life and death, because whatever it is, wherever it is, your Treasure is the key to your freedom. When you set sail, it wasn’t for gold, but to clearly step into a life with no rules and no borders. Well, maybe a little bit for the gold…

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WHAT BRINGS YOU TO SEA? So, deckhand, once the ship has left the harbor and the water’s quiet, it’s not like there’s much to do on board but look at the horizon and sweep the deck. Sooner or later, someone will start making music – and you best hope they’re actually good at it – and then all have a chance to tell their story. So, what say, what’s yours? I’m certain you have a very good reason to be at sea, but if you haven’t found it yet, here’s a few choices.

You’re a pirate

Whenever you’re in port, you get land sickness, and you take your hat off to pay respects to any hanging body. You don’t really need a reason to be on a ship, because the sea is your home. You’re a pirate and Adventure is your life, savvy?

X marks the spot

The old mooch has left without paying their debts, God rest their soul, but at least you have an old map and the promise of Adventure to remember them by. You should probably let it go, but looking at the horizon you can’t help but wonder what lies under the X. You have to go.

Open-sea raid

It doesn’t really matter if you were holding the wheel, cooking in the galley, yelling orders left and right or just sweeping the deck: a broadside cracked your ship open like an egg and you were surrounded by fire and steel. What do they want with you? You didn’t set sail looking for Adventure, but it found you nonetheless, just like the cannonballs.

One step from the gallows

You finally chose to pay for your crimes. And by chose, I mean they got the shackles round your wrists before you could make your escape. But when everything seemed lost and people started gathering around the gallows, you were given one last chance. A navy official called you to his quarters and presented you with an offer you shouldn’t refuse.

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Escape from high society

You’re clearly not at home on a ship. Far too used to boring drawing rooms filled with snotty, insufferable people. You are far less scared of pirates than you are of the prospect of a life with no Adventure. When the sea called, you were already packed.

Free from the chains

You’ve been called a slave for many years, but that ends now. Thanks to an uprising, an unforeseen help or a good deed, you’ve been finally freed of your chains. You have nothing to your name, but one thing’s certain: they’ll never take your freedom again.

Blood is thicker than water

You grew up believing your family were honest folk, who raised you with good morals and taught you your place in the world. Then you learned that one of your parents was actually a terrible pirate, scourge of the seas, and you began to wonder if maybe that was your destiny. Only the ocean can reveal the answers you’re searching.

By royal decree

A king or queen needs your help. It could be urgent business, political subterfuge or to cure a terrible disease. But you can’t back out of it. You have to leave and take to the sea with the first tide.

Nothing but high tales

A long time ago you heard a story about the sea, the like they tell children and suckers. Doesn’t matter if it was the lullaby your mother sang to you or you found it in a crusty diary. It’s been with you for years, your only comfort, and you want to believe it’s true.

Where did you get that?

You already own a great Treasure, but you don’t know it yet. You’ll find out all too soon, when waves of strangers come from all corners of the world to steal it or pry it from your cold, dead hands. And somehow, this is only the beginning of your journey.

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Place to call home As you can see, on the Adventurer Sheet there’s a nice straight line up top, where you can go to mark the places you call home. These are your Birthplace, your Homeland and the location of your Workplace. Nothing too weird there, but don’t go flipping ahead. Usually, the Adventures in Broken Compass take you all around the world and there’s no limit to the cultures and languages you can meet on your journey. But in Jolly Roger, you’ll probably stick to this small corner of the seas commonly known as the Caribbean, and the people you’ll meet will probably be from the same places. To better represent your relations and contacts around the Caribbean Sea, I suggest you divert from the usual course of noting a single city or country as your “Workplace”. After all, people like us usually work on the open seas. So, why not take advantage of this space on your Sheet to mark any group or organization you feel you’ll be able to rely on. If you serve the British crown, you could write “Royal Navy” or “British East India Company”, and that will mean that you know the names of all the captains of their ships, or that you still have a comrade in arms somewhere who owes you a favor. As a pirate, you could even note “Piracy”, and it’ll symbolize your knowledge of the most famous Jolly Rogers and of the Pirate Code, as well as your great familiarity with the back alleys of Nassau. I realize these aren’t “places” per se, but they still represent a specific culture and group of people you can know and rely on. What matters is that you’re at home with them!

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Women on board Have you ever been told it’s bad luck to have a woman on board? I think the scurvy dog who came up with that just wanted to run from his wife because he was that lily-livered. And now because of his little escapade we have to fight this stupid superstition. You probably know that the 1700s aren’t the best time to be a woman, especially if you want to go out to sea, as out there it’s full of people who will go on a tirade about how your place is in the home, where you should pop out eight to nine children. Doesn’t matter that Mary Read and Ann Bonny sailed the briny deep for years: people around here never really grasped gender equality. If you want to go Adventuring in the Caribbean Sea at this time, where you will face a relentless tide of people saying women aren’t made for life at sea, or that they’re plain bad luck, you’re welcome to prove them wrong. You could be a pirate and prove any man wrong with your blade when they don’t believe your words, or one of the rare and unique women who become navy officials, facing the distrust of your men. That’s a possibility, but it’s not the only one. After all, this is an age for Adventure and great ideals, not one of sad, historical life truths. The World is whatever you want it to be. So, players of all genders should feel free to live Adventures in Jolly Roger while ignoring customs from the 1700s, to be a deckhand or a captain with nothing to prove and no eyebrows raised, as it’s only right! Jol ly Ro ger

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New Tags For your Adventures in Jolly Roger, feel free to use all 18 Tags found in the Adventure Journal, as well as those from Golden Age and Voyages Extraordinaires. But I know you expect even more from this book, and Davy Jones take me if I leave you unsatisfied. Blimey, I even prepared six brand spanking new Tags, ready to set sail for a great Adventure on the Caribbean Sea. Much like a black flag, these Tags make everything better. Yeah, they’re made for the era of Jolly Rogers, but feel free to do as you please, and bring them with you on your Adventures in any time period. First of all, the classic: Sailor. This Tag sums up all those who sail for a living, who know how to move and what to do aboard any vessel, from a galleon of the Royal Navy to a loaded freighter. But not to be outdone are Old Salts, men and women who’ve weathered both sun and wind for years, who stream through the Caribbean like sharks on legs, and who’ve sung their way through countless storms. They’re easy to spot, as they’re rougher than everyday sailors, but they know their business like no other. Among these people of the seas, there are those who only see the ocean as a vast blue road that goes from port to port, and who only sail to follow profit and bargains. I’m clearly talking about Merchants, people whose words speak way louder than their actions, savvy? And then there are Adventurers at opposite poles of morals and ethics – at least according to most. On one side we have People of Faith, with their habits and books, who come to the New World to preach the gospel and good tidings and convert anyone who still doesn’t think like them.

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And then there’s the Scum of the Caribbean, bastards by name or by birth, crooks of the worst sort. Gallows birds and scurvy dogs. If ships around here weren’t full of them, you’d have to invent them. Priceless drinking buddies. And not too far from these seafaring people of faith and crime, we finally find Pirates. Without a doubt, they’re the worthiest of the wretched and the most wretched of the worthy among all free souls. What can I tell you about pirates that you don’t know already? Let me just warn you that people who take that path choose a life as intense as a cannon blast, and as short as a stretch of rope.

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Pirate Field Action (Crime)

Expertise Foul play

Merchant Skills Fight Stunt Shoot Charm Eloquence Scout Dexterity Stealth

Sailor Field Guts (Wild)

Expertise Ships

Field

Society (Knowledge)

Expertise Trade

Skills

Cool Drive Culture First Aid Tech Observation Tough Dexterity

Field

Selvaggio (Azione)

Expertise Sea

Scum

Field

Field

Expertise Religion

Drive Culture Tech Charm Eloquence Observation Alert Dexterity

Old Salt

Person of Faith Knowledge (Society)

Skills

Skills

Leadership Cool Drive Culture First Aid Eloquence Observation Alert

Crimine (Fegato)

Expertise Intimidation

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Skills Fight Stunt Cool First Aid Scout Survival Tough Alert

Skills Stunt Cool Shoot Eloquence Survival Alert Dexterity Stealth

EXPERTISES If you choose to live an Adventure in the Golden Age of Piracy, I’m sorry to say you’ll have to compromise on some things. Throughout the Adventure Journal and Golden Age, you’ll find Expertises that don’t really fit the setting, mainly because they deal with things that haven’t been invented yet – some won’t be for centuries! So if your Tag is tied to such a modern Expertise, feel free to change it to suit your taste. And if you’re short on ideas, here are the six Expertises for the new Tags, as well as a couple of extra treats.

Trade: Bargaining to buy or sell something, evaluating and counting goods of all sorts, getting discounts, and bartering information.

Foul play: Getting out of a bind with a sly workaround, acting in bad faith and with subterfuge, cheating at a game, or betraying someone.

Intimidation: Scaring people and animals, extorting information, sending enemies running, or threatening people.

Sea: Swimming, diving underwater, knowing the signals and warnings at sea, fishing, and fighting when in water.

Ships: Knowing, evaluating, repairing, and steering all kind of sea vessels. Religion: Knowing the history, doctrine, and rites of a certain religion, showing faith or compassion, listening and consoling people, or comforting friends when in a Safe Place.

Cannons: Managing, recognizing, evaluating, repairing and using cannons.

Cartography: Reading, writing, and deciphering maps, keeping or plotting a course, and orienting oneself with the help of a map.

Ropes: Handling ropes and rigging, tying all kinds of knots, managing sails, and maneuvering mid-air among the cordage. Jol ly Ro ger

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Glass Eyes and Peg Legs They say all Adventurers lose a piece of themselves in every Adventure. To most, this is just a poetic metaphor, but for others it’s the harsh truth! If you’re a veteran who’s already seen their fair share of Adventures at sea, you might have already risked your bloody neck more than once, and maybe you’ve had to say goodbye to a hand or leg along the way. Occupational hazard. I’ve lost count of how many sailors I’ve met, men and women of fortune, who can’t go for a swim without worrying about their hook rusting, or who walk the deck with the off beat rhythm of a wooden leg. You stop noticing after a while. The good news is, whatever happened to you, you probably learned a valuable lesson, or at least managed to make the most of a bad experience. The glass eye doesn’t bother you any more, but you’ve learned to duck your head when bullets start flying; and if a shark got a taste of your hand, who knows how many will taste the point of your hook. I call experience experience.

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PERMANENT SCARS If you’re among those who have had to pay their dues to the sea, you can note it down on your Sheet after your Tags however you prefer. So if you’re a “Daredevil Pirate” who lost a leg, you can say you’re a “Daredevil Pirate Peg leg”, or something like that. In doing so, you get both a Permanent Scar and an Experience, and you can also choose a Prosthesis in line with your condition. Permanent Scars represent misadventures from your past, events that left a permanent mark on your body, something that can never be healed in any way. Classic examples of such Scars are: • I lost an eye • They cut my hand off • I left a leg there Like normal Scars, Permanent Scars give you a Disadvantage whenever they come into play. For example, if you have the Permanent Scar “I lost an eye”, you will clearly have a Disadvantage to all tasks in Eloquence, Charm and Observation. “They cut my hand off” will give you a Disadvantage to all tasks that require two hands, like climbing or playing an instrument. Finally, the Permanent Scar “I left a leg there”, will give you a Disadvantage to all tasks involving running or swimming. If these aren’t to your taste, feel free to create new Permanent Scars and determine the consequences with your friends. But every cloud has a silver lining, and these Scars also leave you with a relevant Experience to symbolize what you learned from the misadventure. This means that, if you lost a hand while fighting a shark, you can choose an Experience such as “Not afraid of sharks”. This will grant you an Advantage whenever you come face to snout with the big predators. Alternatively, the Experience could be a more indirect consequence of what you learned during your recovery. In these cases, you could find Experiences such as “I’m stronger than I believe” or “Adversity won’t keep me down” are just what you need. As always, it’s your call!

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Prostheses

After choosing a Permanent Scar and an Experience, you just have to pick up a Prosthesis to add to your Gear. This object will help you ignore many Disadvantages derived from your Permanent Scar. Notable examples are:

Glass eye/Eye patch: Used

to obviate to a missing an eye. Hook: Used to obviate to a missing a hand. Peg leg: Used to obviate to a missing a leg. Clearly, even the best Prosthesis has its limits, and there will be circumstances when, even with it, you will still have to face the Disadvantages of a Permanent Scar. The Fortune Master has tho determine the usefulness of a Prosthesis, as always, settling any doubts with the help of other players. In most cases, you’ll see that the solution is quite intuitive. For example, a wooden leg allows you to stand and walk with no Disadvantage, but won’t help you swim; similarly, a hook will let you reload your pistol or grab someone, but won’t help you wield a second weapon; and a glass eye might mitigate your Disadvantages to Eloquence and Charm tasks, but is no help when you have to roll Observation.

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Gaining a Permanent Scar Even if you don’t begin your Adventure with a Permanent Scar, you always run the risk of gaining one along the way. This is what you need to know. 1. Before the Adventure begins, the Fortune Master should ask the Players if they’re okay with the rules about Permanent Scars, or if they prefer to set off on a journey where they don’t risk losing an eye or a leg. If even one of you doesn’t want to do this, the group won’t. 2. Permanent Scars are the results of traumatic events, like normal Scars, but they always bring both an Experience and the Bad Feeling “A Wreck”.

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Section II The Caribbean Sea T h e C ari bbea n S ea

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The Caribbean For centuries, people have traveled in search of a promised land, and finally, there it was. But the last corner of paradise on Earth wasn’t a garden or a green oasis: it was a crystal blue sea, sprinkled with islands and held in the open embrace of the two Americas. This is the Caribbean, a place that is both at the heart and on the edge of the World, a wild place that cares neither for the laws of humans or God. A place that only obeys the sea. Welcome home! All colonial empires tried to place their flags on a bit of land here on the Caribbean Sea. So now some places belong to Spain, like Cuba, while others were claimed by England, like Jamaica. In the Bahamas, there’s even an island that lives under pirate rule – how ‘bout that! The only thing nobody’s managed to stick a cursed flag on is the water. Luckily there’s plenty of that around here. The Caribbean Sea divides and unites us all, marking both routes and borders, not giving a damn about politics and authorities. If you’re out to make your fortune, the Caribbean might not be the only course, but it’s certainly the fastest and most dangerous one. And the scenery here is worth it.

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A NEW LIFE Despite all attempts by kings and queens of the Old World to claim this shore or that island, the Caribbean Sea proved to be as indomitable as a wild mustang: a land with no master, impervious to authority and prone to lawlessness. Truth be told, despite how often lords and governors claim to rule with the iron fist of the crown, those lily-livered dogs are the first to bend the rules to accumulate power and wealth. On the other side of the coin, the tangled web of intrigues, shady deals and crime spun in the Caribbean Sea make it the perfect place to hide. These shores are the perfect destination for anyone looking to begin a new life, whether they’re running from their past or some unsettled grievances with the law. Add to the mix some former soldiers who fought in the War of the Spanish Succession and now crowd the bars and taverns in Kingston and Havana, waiting for anyone interested in paying coin for a mercenary so they can save for a different future. All of the bastard children and orphans of war, as well as slaves who broke free, and the real pirates trying to build a free republic in Nassau that will change the whole World. Honestly, if you’re looking for a new life, the Caribbean Sea is a good place to start. Here the winds change often, bringing hopes and opportunities for those who can grab them.

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Gulf of Mexico

Nassau

Havana

Cuba

Jamaica Kingston

Caribbe

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North Atlantic Ocean

Tortuga Hispaniola Anguilla Puerto Rico Guadeloupe

ean Sea

Dominica Martinique Barbados Grenada

Trinidad

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Cities of the Caribbean Don’t get me wrong, sailing is the best thing in the world, and no amount of gold in the Caribbean is worth a day at sea, with the sun shining bright, the wind in your face and the water slipping by beneath you. But life on the open sea is hard, and one can easily run out of things to do while on board. It’s not like you can attack a ship a day, and even if you could, sooner or later you’d run out of rum and powder to fight and celebrate. So, from time to time, it’s nice to drop anchor and take to the harbor, maybe in a nice lively city where you can meet people and fill both your belly and the galley. Around here there are plenty of small ports, refuges, villages and towns. There’s no shortage of choice, so long as you fly the right flag and pay the right price to make it safely to land. If you won’t settle for anything but the best of the best, there are four places you can find it: Havana, Kingston, Nassau and Tortuga.

HAVANA The island of Cuba is among the largest Spanish outposts in the Caribbean Sea, and its capital is undoubtedly a priceless jewel without compare. San Cristóbal de La Habana, commonly known as Havana, is nestled in a natural bay, making it both a safe and prolific harbor. This strategic position earned the city the title of “key to the New World” at the Spanish court. Anything you want, you will find in Havana: lively commerce, good food and gambling dens. What more could a weary sailor ask for? This city elicits a sigh of relief from all merchants and sea captains who seek respite from the whims and dangers of the sea. It’s the perfect meeting point for all gentlefolk. Suffice to say, Havana is the port where all Spanish ships laden with treasure meet before setting sail across the ocean to return home. Savvy?

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I know a pirate like you is already salivating at the thought of this golden goose ripe for the plucking, but I regret to inform you that you’re very wrong. Besides being the richest and most populated city in the Caribbean, it’s also the most patrolled and best fortified. Good luck!

KINGSTON Until a few years ago, Port Royal was, without a doubt, the most important British outpost in these waters. But after that time, when the city has been struck by a terrible earthquake and most of its buildings sank in the ocean, and the Brits decided it was best to move. Today, Kingston is the main jewel the British crown has in the Caribbean Sea, and the newly rebuilt Port Royal is now a navy base, dedicated to Kingston’s protection. Kingston, Jamaica lies on one of the vertices of the imaginary triangle that can be drawn between there, England, and Africa. A key stop for all routes controlled by the British Crown, it’s the main destination for slaver ships from Africa. From here, the people tragically torn from their homeland are scattered across many local plantations. This town is a good place for all sailors, especially those who fly the British flag, and as such is the preferred harbor for all former soldiers and mercenaries in search of an employer. It’s pretty common to see local dives teeming with people of all sorts, wearing uniforms in every color of the rainbow, lolling lazily about, waiting for someone to take them back out sea, be it as a deckhand or soldier. At the same time, Kingston is a place of great social inequality, where rich, cold-hearted landowners and slaves with no faults or rights live together in brittle peace. Some slaves even find ways to break free from their chains and take to the mountains in the hopes of helping others who suffer the same fate they faced. People call them Maroons, rebels who’d fight to their deaths to protect their freedom.

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Seaside towns There are so many villages, ports and havens in the Caribbean that no map could ever fit all the names. And if that weren’t enough, these places are constantly changing names and flags, being razed to the ground or moved to a better spot, never standing still. It’s impossible to keep track! When setting off on your Adventure, you can choose to spend a couple of weeks learning all the ports in the Antilles and outposts in Jamaica, but I think you’d do much better to take some liberties and making it up as you go. When the Adventurers reach the shore of a new place, all you need to do is tell them a name. Names of saints are very popular around here. I’m not making that up, it’s statistically true!

NASSAU When the first English puritans reached the New World, they found refuge on a beautiful island in the Bahamas and hopefully named it New Providence. On that island, they built a great city. These good, pious folk would never imagine what would become of that settlement a few decades later. Today, Nassau is the liveliest, merriest port you will ever drop anchor in. Most people living in Nassau in the present day are pirates. Some even say that in town there are ten gallows birds for every honest citizen. And even if that isn’t the case, marauding sea-raiders have it easy in cities like Nassau, where there are many opportunities and few questions. Even if the multitude of huts and shacks may make you think that Nassau isn’t as rich or important as Kingston and Havana, you have to remember that commerce and contraband are as rife here as back in the capitals. And even if on paper Nassau and the Bahamas as a whole belong to the British crown, it’s an open secret that the people who’re really in control of these islands are pirates such as Benjamin Hornigold and Blackbeard, who are the de facto governors. They don’t just see Nassau as a free port or a safe haven to escape the law, but as a real capital and point of origin of the anarchic dream some even call “the republic of pirates”. But whatever your position on this business and side in this battle may be, Nassau remains the best city to visit if you’re looking for a crew of crooks or the best place to have fun without having to worry about trifles such as laws.

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TORTUGA And if Nassau is the cherry on top of the Caribbean cake, to pirates Tortuga is probably the rusty blade hidden inside that the jailers didn’t notice. Let me explain. It’s not like pirates can’t have their own hideouts or havens where they go to get their share of chow, gambling, and all other vices in life… It’s just that comparing any of those other places to Isla de Tortuga would be like comparing the reflection in a barrel to the moon. I’m certain you’ve heard about this island which, with a bit of imagination and a fair gulp of grog, sort of looks turtle-shaped. You’ll also have heard that it’s the only port to openly fly the black flag. Such a den of sin, crime, rottenness, and all things that go against courtesy and civilization couldn’t exist anywhere else. And no other place could be better to dry your boots. To tell you the truth, Tortuga is little more than the shadow of its old legend, as far gone are the times of great privateers and captain Morgan, who built the reputation of this small island. Today, Nassau has emerged as the heart of the free republic of pirates, and Tortuga is little more than a shipwreck, inhabited by the most desperate folk. The best days of this small sea town in the Antilles are gone and it’s heading over the hill.

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Armies of the Caribbean Many say that pirates are the scourge of the Caribbean Sea, but for those who fly the black flag, the real scourge are the navy warships defending convoys and patrolling the shores. They’re easy to spot, strutting stiffly around in their blues, reds, and golds, with their backs straight and those silly powdered wigs on their heads. I’m sure you’ve met them. Every bloody country that stuck a flag on a piece of land in the Caribbean brought their own army and gun-studded armored ships. Brits have the Royal Navy, the naval army serving the crown, and they’re famous for being strict and having no patience for pirates. But the Real Armada is no different: Spanish captains were the first to conquer the New World and they started the war against pirates. These two armies are the largest to sail around the Caribbean Sea, and for more than half of this era of Jolly Rogers, they’re at war with each other and reluctant to cooperate. The British and Spanish armies might not greet each other with a broadside and a ramming, but rest assured that their spies and saboteurs work constantly, each party sure they’re giving their life in service of some perfect homeland on the other side of the World. And they say pirates are hopeless romantics!

LETTERS OF MARQUE Kings, emperors and others of that ilk all have the authority to issue letters of marque to people working on their behalf. At a first glance, a letter of marque is just a piece of paper with a signature and a stamp, but they’re worth more than many Treasures – and for good reason. A letter of marque acts as a license to attack and capture vessels of a nation at war with the issuer while giving the private captain all rights to their cargo. This infamous document is what gives “privateers” the name. Despite being little more than legalized pirates, those people wield a power to this day never seen before.

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But if you think only soldiers craving complete freedom drool over a letter of marque, you’re sadly mistaken. These documents have the power to pardon all crimes committed and wipe clean even the dirtiest of records on the condition that a person agree to cooperate with the crown and serve it for the test of their life, be it as a soldier or as a privateer. It might sound strange but many pirates eventually decide that rather than spending their lives on the run from the navy, they’d rather accept a letter of marque and start hunting their own mates.

BRITISH EAST INDIA COM PANY Among the many fleets sailing the Caribbean Sea, the most feared and known among pirates is the British East India Company. By decree of the British Crown, they had a complete monopoly over all kinds of trade in the colonies, including in the Caribbean region. What I’m talking about is a powerful private organization that answers to nobody, not even the Royal Navy, and acts with complete freedom thanks to the full support of the Crown. These scabby dogfish have no time to lose fighting the Spaniards, and they don’t even care about colonizing new islands. All they do is make sure that all trade in the Caribbean happens under the strict supervision of the law. And this means no delays, no frauds, and above all, no attacks by poor, sad pirates who have no other way to earn a living.

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The Slave Trade We’ve previously touched on the fact that here on the Caribbean Sea, freedom comes at a price, to be paid with cannonballs and rusty blades. One thing that you may not know is how some people in these waters are so despicable that they put a price on human life. Heed me, they are the real criminals here. They should be the ones dancing the hempen jig, not us! But those people have long given up their souls to line their pockets with gold, and here whoever has money, has power, and whoever has power, is right. That’s why we need people like you. In the beginning, Spanish conquistadors enslaved the people of the New World to use as cheap labor, but as time passed, the colonies grew so much that local manpower wasn’t enough. So, while native Americans toiled night and day and died in droves due to inhumane conditions, the so-called civilized folk, the cultured people of Europe, decided to turn their ships to the shores of Africa and come back with multitudes of innocent souls as their

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slaves. It was a dark time in the history of the Caribbean. In the age of Jolly Rogers, there were almost 5 million African slaves forced to work in vast plantations, including those surrounding Kingston. It might sound strange, but after the search for gold and silver, cultivating sugar cane was the most profitable business of this age. These men and women had committed no crime and received no pay for their work after being torn from their land and families, sold and bought on the market as if they were furniture or pieces of meat. It’s a spectacle that should inspire horror in any person who believes in freedom, or anyone with a heart, really. On the Caribbean Sea, slaves could never be freed. The best they could hope for was to work all their lives without falling sick, as often it was far cheaper to buy another slave, than to nurse one.

MAROONS The only way slave can change their destiny is by breaking their chains during an uprising and joining the groups of rebels known as Maroons. These proud people fight every day for the freedom of the weakest. In many ways, their lives as free men and women who escaped slavery to live outside the law aren’t all that different from those of pirates. This is probably the main reason they’re usually welcomed warmly on any ship flying a Black Jack. Still, the sad law of the Caribbean Sea applies just the same: if you want to be free, really free, you have to be prepared to fight. T h e C ari bbea n S ea

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Freedom for all With all the colonists and slavers around here, all these people who show no respect for the lives of others, I’m still certain of one thing: you’re not one of them. You’re an Adventurer in the age of Jolly Rogers. This means you value freedom above all, and not just your own! As you play Broken Compass, remember that your destiny is made of great Adventures, and the lives of many depend on your actions. The things you believe in will change the World, so you have a duty to believe in freedom!

Technology Now you may think that back in the early 1700s, there was no technology. Maybe you’re used to Adventures in some time filled with strange contraptions that haven’t really made an appearance yet. But let me tell you, here in the age of Jolly Rogers, these four antiques you eye distrustfully are considered state-of-the-art. Sure, ships still need to be steered by hand and it takes a bit of know-how and much elbow grease. Sure, guns need to be reloaded after a single shot and you best keep your powder dry or you’ll only have a hammer in hand. Sure, if you want to get in touch with someone you’ll have to go to them yourself, or send a letter and hope it’ll reach them in time, if at all. Sure, we have no fancy medicine ready to use, and if you want to listen to some music, you’ll have to carry the squeezebox yourself. I’m not saying that’s not true. But we make do with what we have just fine. Over the next few pages, I’ll tell you all about these one-shot trumpets we call pistols and give you a nice list of objects that’ll be right at home on the Caribbean Sea. Sit back and relax, I’ve got you covered!

THE “TECH” SKILL I know what you’re thinking. Back in Broken Compass: Adventure Journal, you read all about how the Tech Skill and how it’s made for using, constructing or repairing mechanical, IT or electronic devices. It was there, black on white. Now let’s face it: half of those words have no place in the age of Jolly Rogers, and you clearly won’t be able to do many of those things, then what’s that bloody Skill good for? In Jolly Roger, you’ll be able to use the Tech Skill to repair guns and other mechanical contraptions you might encounter, but also – and especially – to refer to your knowledge of cannons and the structure of ships, as well as for all tasks related to engineering, carpentry, craftsmanship and assorted handiwork. Not too shabby!

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FLINTLOCK PISTOLS AND MUSKETS During the Golden Age of Piracy, the only firearms you can carry about are flintlock pistols and muskets. They’re little more than iron tubes filled with black powder and they can only shoot one bullet at a time – and even that’s only if you’re lucky. These firearms are very different from what you have seen in modern times in that they don’t have mags, and loading them requires some time and fiddling. So you best forget all you’ve learned about firearms from Broken Compass: Adventure Journal and heed me: I’ll teach you how things are done around here.

Mags

Flintlock weapons have no mags and they use single bullets and some black powder that’s usually poured directly into the barrel with the help of a horn or pouch. This means you don’t have to mark any number in the Mags section on your Sheet: just put an X to indicate that you have all you need to keep reloading with no limits on how many times. Similarly, if you ever fail a task in the Shoot Skill, you won’t lose this “Mag”. But if for any reason your pistol gets wet or is thrown in water, you can count that shot gone and you’ll have to reload.

Reloading

Reloading a flintlock weapon is a long and fiddly process that can be easily carried out with the right amount of time. To reload one of these weapons during your turn, you will need an additional Critical Success (instead of a Basic one).

Emptying the Mag

As you might have already deduced, you can’t Empty the Mag of a gun with only one bullet and has no mag to begin with. You can still give Cover Fire to your friends, though, but you need to be shooting two pistols at once.

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OBJECTS I’m certain that somewhere in Broken Compass: Adventure Journal and Golden Age you can find items, weapons and gear that can come in useful for many activities on this breathtaking adventure in a time of pistol duels and ship boardings on the high seas. At the same time, you realize that many of the things on those lists are far beyond your understanding. Don’t lose heart: here, have a list of “new” items to help make your next adventure at sea a story for the ages.

WEAPONS AND GEAR Boarding Cutlass: Allows you to fight armed Enemies Official’s Cutlass: Special. Allows you to fight armed Enemies

with an Advantage Bandolier: Allows you to carry four pistols Belt: Allows you to carry two pistols and a sword Spyglass: Allows you to look far with an Advantage Pistol: Muzzle loading. Allows you to shoot Musket: Two handed, muzzle loading. Gives Advantage to shooting tasks Fine Clothes: Required to gain admission to parties. Give Advantage to Charm tasks. Wig included Navy Uniform: An official’s uniform. Gives Advantage in Leadership. Wig included Tricorne: Protects from the sun when at sea.

Muzzle loading: Weapons with this property can only shoot once and can’t Empty the Mag. See full rules on page XXX.

Special: The Official’s Cutlass will grant you an Advantage during

Brawls and Duels so long as you have the Expertise “Cutlass” and you are not fighting an Enemy who wields an Official’s Cutlass as adeptly as you.

Prosthesis

There’s a list of prostheses on page 28, but just to be sure, I’ll leave you another reference here. Your arms must be tired after that scrubbing you gave the deck!

Glass eye: Used to obviate to a missing an eye Eye patch: Used when you’re missing an eye Hook: Used to obviate to a missing a hand Peg leg: Used to obviate to a missing a leg

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Wealth So, I’ve told you the Caribbean Sea is a magical place where everyone can make their fortune and change their life forever. What I neglected to mention but you might have understood is that there’s a very good reason why the World is so full of people who can’t wait to change their life. To be frank, here on the open seas the work is hard and the pay is low, and most people, law abiding folk and pirates alike, live on the verge of poverty. The only ones who can’t complain are rich folk: governors, local lords and their heirs, people who are as rich as everyone else is poor… unsurprisingly.

IF YOU’RE NOT RICH YOU’RE POOR When you set off on an Adventure in Jolly Roger, there’s only one, simple rule: if none of the Adventurers choose the Rich Tag, the group will begin the Season with 4 Wealth Points, meaning you’ll be barely Getting By. That’s a nuisance. On the other hand, if one of the Adventurers chooses the Rich Tag, the whole group will discover they have 8 Wealth Points as usual, but will have to rely on the one Rich group member for any purchases. Such is the price of colonialism!

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PIECES OF EIGHT When a poor sailor empties their pockets to buy a well deserved drink of rum, they invariably find they have a small repertoire of coins, all with different names and shapes, coming from who-knows-where in the world. After all, the only thing the islands here have in common is the Caribbean Sea. People around here have stopped asking many questions and started using terms such as “piece”, “dollar” or “doubloon” to identify the many coins circulating. After all, coins are only worth as much as the gold and silver they’re made of – doesn’t really matter what’s stamped on them! The most common currency in the Caribbean Sea is the one that lends its name to all others that kind of look like it: the Spanish Dollar. Around here we call it a “Piece of eight” because it’s worth as much as 8 reales, which are small silver coins also known as “pieces”. The best thing about pieces of eight is that if you don’t have the change, you can literally split one into eights, and each part will be worth one real. As I was saying, it’s the silver that matters, not the coin. If 8 reales are equal to a piece of eight, 2 pieces of eight are equal to one “Escudo”, a gold coin of great value that is the basis of the local economy. Going on there are gold coins that are worth 2 or 4 escudos, and finally the most beloved of all coins: a disk of a nice, shiny gold that’s worth 8 escudos. We call it a “Doubloon”.

Real: Small silver coin, also known as a “piece”. Sometimes you may

also encounter smaller coins worth half or a quarter real Spanish Dollar: Also known as a “piece of eight”, it’s the most common silver coin in the Caribbean and is worth exactly eight reales Escudo: A gold coin worth 2 Spanish dollars. Sometimes you may also encounter smaller coins worth half an escudo, or bigger ones, worth 2 and 4 escudos Doubloon: The heftiest gold coin in the Caribbean. It’s worth 8 escudos or 128 reales

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Treasures of the Caribbean Let’s face reality here: if you’d wanted to toil day after day for just a few dollars, you’d be working as a sailor. If you’d wanted to choose the quick and easy way, you could have just started plundering fishing boats, that’s not too hard. But you’re not a sailor, nor a cheap sea-raider, not at all: you’re an Adventurer, and it couldn’t be otherwise as your eyes are glued on the Treasure. Now, in the age of Jolly Rogers, Treasure isn’t just a fine booty or some easy money, but something much more important: the key to freedom. It doesn’t matter where you’re from, if you ended up an Adventurer in the age of Jolly Rogers, this means you believe freedom is precious, especially yours. Gold, silver, cargo or legend, whatever you’re chasing all over the sea is not just the means to satisfy your greed or your crew, but the key element that will allow you to reach or keep your freedom from all authorities and tyrants who’d keep you chained on your knees. Be aware, Treasure could be made of pure gold – and it probably is – but it’s not the shape that matters. What matters is its meaning to you. The real Treasure is not an end, but the means to live as your heart desires, a unique occasion to shape your destiny.

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CAPTAIN MORGAN’S TOMB

SUNKEN TOGETHER WITH PORT ROYAL Even before captain Wynn hoisted the first Jolly Roger, I assure you the Caribbean Sea was already teeming with pirates worthy of the name. Some of them were really ruthless and mysterious people who took us all to school for this job. Among them, we can certainly include captain Henry Morgan, a sea-wolf through and through, every bit as good as his fellows in the age of Jolly Rogers. Let’s begin by saying captain Morgan amassed great riches through his raids on the sea, and when all else failed to satisfy his thirst for adventure, he decided he’d start hunting other pirates. He’d become such a scourge for the sea, so feared and revered in the Caribbean, that after a life of piracy, he managed to get himself named governor of Port Royal. At the time, Port Royal was without a doubt the most important city on these shores. This gave Morgan the idea to build there not only his house, but also his tomb, certain it would be a monument for the ages. Unfortunately for him, he was very mistaken, and four years after his death, the entire city of Port Royal sank into the sea together with his tomb. So, all proof of the life and death of captain Morgan is gone forever. Some say the city sank because of a curse placed on the corpse of the captain himself. One thing everyone agrees upon is that the tomb of captain Morgan hides a great secret, perhaps the key to an incredible Treasure.

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URCA DE LIMA

THE LOST SHIP OF THE TREASURE FLEET Many of the riches gathered by Spaniards in the New World were destined to cross the Atlantic to reach the coasts of Spain. For years, tons and tons of doubloons were packed into the bellies of giant galleons and then shipped across the Ocean, escorted by several frigates from the Treasure Fleet. I don’t need to tell you that, other than carrying the most disgusting amounts of gold, these ships were also the most armed and dangerous of the World. Clearly, you’d need a small army to attack the Treasure Fleet, and it still wouldn’t be easy. Then, why am I going on and on about such an unassailable Treasure? Well, it so happens that not so long ago a storm the likes of which we rarely see crashed down on the Treasure Fleet just as it was crossing the Ocean on its most important journey, striking a ship loaded with even more gold than usual. A pity for the Spaniards… But a great opportunity for the rest of us. Today, most of the gold from those ships that were pushed to shore or sunken in the storm has been recovered through more or less lawful means, but there’s one galleon missing, perhaps the largest of them all. All trace of it is gone. Its name was the Urca de Lima. Heed me: that giant wooden whale ate more gold than it could handle and now it’s out there, on some lonely beach on a desert island or down in the briny deep, waiting to be found.

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THE SPRING OF LIFE

ON THE TRAIL OF JUAN PONCE DE LEÓN All pirates share the same dream: to live life to the fullest and without compromise – however short that may make it. Even the most hardened raider knows that their misdeeds can’t go on forever. Sooner or later they’ll have to pay the price of a free life, and dance with Jack Ketch on the gallows. And even if the executioner doesn’t make them pay someone else surely will: one of their many enemies, the sickness that comes with a life of debauchery, or the early aging of those who shine too bright and burn their years too quickly. Ah, to find a way to sail the seas as a free man eternally, duping both authorities and death. That would be the greatest Treasure of all. Every civilization has some story regarding magical waters or fountains of youth with the power to cure all ailments and even give eternal life. But only one of these legends came to the attention of the governor of Puerto Rico, Juan Ponce de León, changing his life forever. It was around 1500 when local natives revealed that on the highest peak of the steepest mountain on a mysterious deserted island, he could find the Spring of Life, whose waters could grant eternal youth. Unsatisfied with all his riches and power, Juan Ponce de León didn’t hesitate to risk it all: he moved heaven and earth to get the oldest maps and rarest books, surrounding himself with the most skilled adventurers and cartographers. Lead by his burning desire, he set off in search of the Spring. Some say he even found it. One could even believe that the story of Juan Ponce de León has a happy ending, were it not for his tomb, located in the cathedral of San Juan Bautista. I guess we’ll never know the truth.

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THE TREASURE OF SIR FRANCIS DRAKE IN THE PIRATE’S CAVE

Sir Francis Drake is by far the most famous privateer of old, going down in history for his many heroic endeavors, his mysterious disappearance, and the fact that his tomb was never found. Some Spaniards maintained that he was the Devil himself, or that he at least had signed a deal with the Devil, and there are enough superstitions surrounding the character of Privateer Drake to fill a book. But one specific story is really worth telling. They say that over his career, Sir Francis Drake came upon a Treasure. Something too big or too heavy to be carried by ship, or perhaps something he just didn’t want to risk putting it through the tribulations of a journey at sea. And since he was a smart man, he chose to hide the Treasure in a solitary bay, maybe somewhere off Panama, in a place some came to call the Pirate’s Cave. It’s clear that Drake cared deeply about the Treasure, and he was convinced that on some day in the not-too-distant future he’d be back to retrieve it, since he left one of his men chained up in the cave to ensure that someone would stand watch there for as long as it was needed. I don’t need to tell you nobody knows what Drake left in the Pirate’s Cave, nor if he ever went back to retrieve it. The only thing we know for sure is that there’s a reason that Treasure needed to be hidden, and that a privateer like Francis Drake was rich enough that he stopped valuing trivial things such as mountains of gold. Heed me: there’s something waiting to be discovered in the Pirate’s Cave. Sadly, by all accounts, nobody who ever set off in search of this Treasure ever came back. They say the waters of the bay swallowed all ships and humans to have ever dared cross them. The question is: if nobody ever came back, who started the rumors?

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SATANAZES

THE ISLAND OF DEVILS In 1508, Dutch cartographer Johannes Ruysch made an incredible discovery. He told of how, during one of his journeys at sea, he came upon a mysterious and horrific island: a dark place inhabited by demons from Hell or the Devil himself. Thus begins the legend of Satanazes, the Island of Devils, a place some name St. Athanasius, and others, whispering in fear, call the Hand of Satan. Little is known about this devilish island. It should be located somewhere in the Atlantic Ocean and it probably isn’t a very hospitable place. The few who say they’ve sailed along its shores tell of an army of demons ready to sink any vessel that would come closer in an attempt to land. Clearly not the friendliest holiday destination! I’m sure by now you’re wondering why I would include such a literally God-forsaken island among Treasures of gold and great hopes. Well, it’s very simple, and you might have guessed it already: if the island is so remote and hard to find and simultaneously so well defended by an infernal army – or one who acts like it – that one can assume that it also holds a great Treasure, something that’s worth sailing to the Hand of Satan for.

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POSEIDON’S TRIDENT THE KEY TO THE OCEAN

In ancient times, the Grek god Poseidon was feared and revered by adventurers and sailors who believed him to be the ruler of the seas and everything bathed by the waters. Nowadays, few know about the original myth of the sea god, but many sailors still remember his name and loudly call upon it. Most often to curse at the waves and storms. Poseidon is represented, on an ancient coin from the 4th century b.C., wielding his trident, symbol of his powers, in a pose much like that of his brother Zeus wielding a lightning bolt. This and many other similar effigies gave birth to the belief, held by many, that the sea god’s Trident is a real weapon. A pole-arm of solid gold, held safe in the briny depths. Some believe that Poseidon’s Trident is a Treasure worth all the gold that it’s made of and more; others think on an even larger scale, and imagine that the godly harpoon might even be the source of Poseidon’s powers. These crazy fools, who’ve clearly had one too many grogs, say that if anyone should ever manage to get their hands on this mythical Trident, they would have control over the seven seas, possibly to the point of sinking landmasses. I know this version might sound like a tall tale, but some people go even further, claiming that the Trident isn’t just lying on the bottom of the sea, oh no. They say it’s held in Poseidon’s palace, a castle made of coral and gemstones. Why not?

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Extras The Caribbean Sea is a dangerous place, every person you meet could be out to swindle you. Some of the Extras you may meet, whether as passengers on your ship, or patrons of the same moldy dive you frequent, could very well be the only friends you can rely on during your journeys… or they could try to stab you in the back. Who can tell? Anyway, here you can find a shipment of Extras, and if you don’t like their ugly mugs, the best I can do is suggest you go back fishing for other Extras in Broken Compass: Adventure Journal or Golden Age and rework them to your liking. Savvy?

THE WITCH Vodou is a fairly common religion in the Caribbean, especially in Haiti, but when people coming from the old continent meet a priestess like Nadia D’Arcantel, they usually prefer calling her a witch rather than spend a day learning something new.

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On her part, Nadia is an adventurer with strong ties to her spiritual traditions who, over time has come to learn that being regarded as a witch does have its perks. Thanks to her faith and determination, and to her enemies’ superstition, young D’Arcantel is working her way ever closer to the Island of Devils, a remote location that hides a great secret.

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THE MERCHANT

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The people who take to the sea seldom come back richer, but those who stand on shore and sell ships, they make good money. This lesson was instilled in Harriet Winterbourne since her youth, and growing up, she never wished to be anything but a rich and powerful merchant, able to use her charm and wit to profit on the dreams of poor sods who set sail in search of fortune only to come back with broken bones and some blood-stained tobacco. Today, everyone in Nassau knows that Miss Winterbourne has taken the reins of the family business, and she’s the one to go to for any deal. Be it lawful or less than.

THE SAILOR Not so long ago Thomas Lagarde was quartermaster on a majestic French frigate. He was well loved and respected by his crew. It took a terrible storm, the loss of the cargo of a lifetime, the mutiny of all his subordinates, an undeserved bounty on his head, and several months as a pauper, to change him into the damned sea-wolf he is today.

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If he had any friends, they’d call him “Tom”, but everyone knows him as “Lagarde”. Captains often hire him because he works hard and doesn’t ask questions. Tormented by his past, he never sets sail with the same crew twice and he never accepts prominent roles. He just lays low and does the work, ignoring the whispers of those who can’t help but comment on how low he’s fallen.

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THE NAVY OFFICIAL Commodore Benedict Shelly is a dutiful and God-fearing man, an untiring war-hero, and the pride the Royal Navy and all of his noble family. His Saint Catherine is a majestic warship the likes of which you rarely see. Her crew is carefully handpicked among the best soldiers sworn to the British crown.

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Any pirate who crossed paths with commodore Shelly will tell you he’s a heartless egomaniac, a man as cold as Davy Jones’ locker and as dark as Death himself.

THE MONKEY

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Every self-respecting monkey is an expert at two things: stealing and running. And that’s exactly the reason Jackie is on the ship. Some people get very angry about his incursions on board, especially when he gets a hold of a gun and shoots a row of holes on the deck, but the rest the crew just laugh it off. This small, insolent, hairy thief, is universally regarded as one of the most annoying creatures on the Caribbean Sea, but his inseparable owner will tell you that the monkey doesn’t hold a candle to the pirate he’s named after. Whatever the truth may be, Jackie has very well deserved his rightful place among the most annoying jerks in existence.

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THE PIRATE When a ship catches sight of a jolly roger, the crew has some time to carefully choose whether they’d rather surrender or fight. It’s an important decision that could make the difference between life and death. But when the lookout spies a red flag with a lion head on its center, everyone throws their weapons to the ground without a second thought. Nobody wants to fight the Mala Suerte or its captain Miranda de Léon. Action Guts Knowledge Society Wild Crime

Some say she’s a descendant of the Juan Ponce de Léon, a man who spent his whole life searching a spring of legend, and that she shares her ancestor’s obsession with this crazy mission.

THE BOSUN There’s a French bosun living in Nassau, one Stefane Ambroise whose name nobody knows anyway, since everyone calls him “Smee”. Smee’s an untiring worker who could repair a hull in half a day or straighten up a mast in a matter of hours. And most of the times, the ships he worked on even make it to their destination without sinking. Action Guts Knowledge Society Wild Crime

The secret to his alacrity and cheerful disposition is a little red-haired helper who lazily watches his work and silently listens to him. This stray cat named Ginger is possibly the only creature in the whole Republic of Pirates without any enemies.

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Section III Piracy

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Pirates “Yes, I do heartily repent. I repent I had not done more mischief; and that we did not cut the throats of them that took us, and I am extremely sorry that you aren’t hanged as well as we. Anonymous pirate A General History of the Pyrates If you want to believe the papers and the nonsense governors say, you’d think that pirates are like animals, unrepentant thieves who only care about lining their own pockets. People talk about crews made of ruthless demons, loose dogs answering to devilish captains who aim to terrorize good folk with their black flags and heinous violence. Surely those people exist. The sea is just as full of good and bad folk as the land is, but real pirates are a completely different thing. A pirate worthy of the name is a revolutionary, a free man, an anarchist, and simultaneously a citizen and soldier of a nation without borders flying the black flag. These people don’t steal to get rich – or not just to get rich at least. Their hearts are filled with ideals of independence and equality, and with the desire to break free from the yoke and chains that authorities have placed on them, as well as freeing everyone else. The word “pirate” comes from the Greek pêira, meaning something like “attempt”. This word holds all the essence of a life of risk-taking, where every assault on the open sea is little more than a daring bet. Nowadays, “pirate” is used improperly to denote all kinds of thieves and raiders who attack ships at sea, but there’s a big difference between pirates, privateers, buccaneers and filibusters. Let’s clarify the difference before going any further.

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PRIVATEERS By giving out letters of marque, European kings and emperors could issue a so-called “privateering license” to trusted captains. This license basically authorized them to attack and plunder enemy ships without asking further permission. Some privateers were members of the navy, others were more akin to mercenaries, but none of them were real pirates. Rather, they were considered sworn enemies of all other sea raiders. A privateer might act like a criminal, but they are doing so legally, and they never attack ships from their own country, as they are sworn to loyalty. Similarly, a privateer will have no remorse in attacking a pirate ship, either to bring the crew to port to be hanged or just to eliminate the competition.

BUCCANEERS The Arawak people, natives to the island of Santo Domingo, invented a peculiar technique to roast meats on large wooden grills known as boucan. Later, poachers who arrived on those shores learned the technique, and they made it so famous, that the people began to call them buccaneers. Today that word will set your hairs on end, and yet, originally, it belonged in the kitchen. As time went on, the poachers abandoned their land-based work and took to sea, becoming skilled sea raiders, just like pirates, and finally converged into an association specialized in attacks on Spanish colonies. They called themselves flee-booters.

FILI BUSTERS A group of fugitives from the Netherlands, France and England, were cast out from the Antilles by the Spanish navy in the 1600s and later gathered on the island of Tortuga. With the tacit approval of their homelands, these sea dogs established an association of flee-booters, a group of armed warriors whose only aim was to attack and raid rich Spanish galleons. The filibusters later merged with the buccaneers, unified by their common hatred for the Spaniards. They caused such a ruckus that even to this day, their name is used to denote any raider or plunderer, on land and sea, and even in politics, sometimes.

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A Pirate’s Life If you’re thinking of picking up piracy, I’m certain you’re already envisioning breathtaking boardings with a cutlass between your teeth and a pistol in hand, desperate maneuvers on the high seas and booming cannon broadsides. Sure, all these things are a fact of life for any pirate worth the name, but there’s much more to learn before you earn that hat. A pirate’s job and their day are in many ways similar to those of a normal sailor. Sea-raiders have to sweep the deck too; they must keep the ship and weapons tidy, cook the chow, and do everything they need to keep both the ship and crew in good shape. Once that’s done, while sailors sit around waiting for orders from the merchants and officials they work for, pirates in a crew are always busy looking for their next prey. Their days get busier when they have to come into port in cities such as Nassau to buy or steal information on the best ships to plunder and which routes the navies are patrolling. After returning to ship, all pirates in the crew can rely on the captain to give orders or put their next destination up to a vote. Then, when the prey is chosen, it’s time to weigh the anchor. When on board, all pirates in the crew must abide by the few rules of the code, basically trying to pay some respect to both captain and quartermaster and stay on good terms with each other. No duels on ship: it’s always best to settle thorny business on land, where you don’t risk jeopardizing the mission and losing the loot. No prey no pay, after all. Once the course is mapped, it’ll take days or weeks before the pirates find and spot their prey, and in the meantime, everyone has to keep their eyes peeled.

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Then someone yells “Sail ho!”, and everybody gets busy maneuvering sails and ropes, trying to catch the slipstream and approach the prey without being noticed. When the ships are close enough, it’s time to hoist the black flag, and that’s when the enemy ship has to choose: they can surrender peacefully, or get boarded and fight. When the pirates have conquered their target – supposing they succeed – they must then choose what to do with the enemy crew, get everything they came for and whatever they want stowed on their ship, and get going before the navy shows up. That’s the peak of pirate life, the most fun and the most dangerous moments.

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Black Flags, Red Flags When a pirate ship is close enough to the prey, the captain usually gives orders to hoist the black flag in an attempt to scare the victims into surrendering without putting up a fight. More ruthless pirates also have another flag on board, one as red as blood. A pirate ship flies the red flag to let the prey know that, after boarding, they will take no prisoners and leave no witnesses.

Once the pirates have taken the loot to a safe port, they can seek refuge in friendly cities such as Nassau, where they’re always welcome. Then the only thing that’s left is to divvy up the booty in equal parts. It’s easy to see how in most cases a pirate can’t just go back to the same merchants they have raided to re-sell the loot, much less strut into Kingston or Havana loaded with blatantly stolen goods and hope to flog them without taking a detour to the gallows. That’s why in pirate crews, captains and quartermasters are tasked with keeping in touch and bartering with smugglers and fences. They are the real sharks of the Caribbean Sea, keeping the market open thanks to their connections with corrupted governors and officials. Top everything I just described to you with a few barrels of rum, wild singing and dancing, men and women of loose morals, blood, black powder and the right amount of lies and betrayals, and you’ll have an accurate picture of what a pirate’s life is like. It’s a harsh life, but full of excitement. It’s a dangerous life, but we’re free!

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The Republic of Pirates If you were to read a history book, you’d find all about how Nassau is a city in a British colony, but it’s just an open secret with everyone around here that it’s really controlled by pirates. It was 1696 when Henry Avery, the king of pirates, made landfall in Nassau. His ship was loaded with fifty tons of ivory and it took him a surprisingly short time to bribe the governor and make way for his mateys. Almost twenty years later, after the War of the Spanish Succession, two notorious pirates, former privateers once sworn enemies, followed in Avery’s footsteps and claimed as theirs both Nassau and the whole island of New Providence. I’m talking about Benjamin Hornigold and Henry Jennings, mentors of such crooks as Blackbeard, Black Sam, and Charles Vane. Since then, Nassau has been under complete pirate control: the governors are little more than well paid puppets, and the city has become capital to what many call the Republic of Pirates. This anarchic nation lives outside of the law and dreams to break completely free of the control of larger powers. The Republic of Pirates works more or less like a great crew: the pirate members must follow a simple code of conduct, and they’ll always have a safe harbor where they can get rid of any hot merchandise. Clearly, Nassau came into the cross-hairs of the British crown, and has since been the target of a full-fledged military campaign aimed at destroying the republic once and for all.

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The Pirate Code You’ve certainly heard about a mythical Pirate Code, painted as some sort of sacred text all pirates have to swear upon before they can receive their cutlass and get aboard. That’s obviously a load of bilge water, nonsense that was spread to stoke the reputation of sea-raiders, stirring it this or that way. Truth is, there is no one pirate code: each crew follows their own set of rules and everyone has to accept them before coming on board. This is mainly to stop pirates from behaving like pirates within their crew as well as with others. Perhaps the first code of conduct for pirates was established by Captain Morgan, and over the years many other famous captains shared his rules and had others emulate them. I have to say that nowadays these codes all look the same. They’re usually made up of a dozen short sentences. Nothing like the so-called “civil” laws of the great nations. On the next page, you can read what a common code might look like: nine rules that anyone who feels at home among pirates surely knows by heart and that all who fly a black flag can share. These rules determine, among other things, that all members of the crew have the right to a vote when it’s time to nominate a captain or make important decisions, as well as the punishments and rewards for crew members’ actions. You and your mates are free to draw up your own pirate code, or to use one taken from famous captains such as Morgan, Phillips, and Bartholomew Roberts. If you can’t find anything better, rest assured that this one’s as good as any you can find. Not to brag, but I wrote it myself.

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PIRATE CODE I.  Each member of the crew has a right to vote II.  The Captain is entitled to two shares of the loot, the Quartermaster is entitled to a share and a half, all others to one share. Members who don’t participate in the chase forfeit the right to their share III.  Crew members who are injured during an attack have a right to compensation. 600 pieces of eight for a lost arm, 500 for a lost leg, and 100 for a lost eye or finger IV.  Any crew-member found guilty of treason will be abandoned on a desert island with one bottle of water, one pouch of black powder, one pistol and one shot V.  Each Member of the crew is responsible for maintaining their pistol and cutlass in good condition and ready to use VI.  Enemies who call for parlay have a right to be brought before the captain to negotiate their surrender VII.  Duels on board are strictly forbidden. If two crew members want to duel, they’ll have to wait until the ship makes landfall VIII.  Any crew member found stealing from the loot or ship or found guilty of cowardice will be punished as Captain and crew see fit IX.  No member of the crew will set foot on land until the ship has dropped the anchor

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The Pirate Flag Have you ever tried shouting against the wind when you’re on deck in open water? It’d be a miracle if the person next to you heard, much less anyone aboard another ship. That’s why sailors use colored flags to communicate with any ship they may cross. It’s as if each flag were a giant tongue, blowing in the wind to allow the ship to speak to others about what nation it’s from and what its business at sea is. Now, following this poetic image, I’ll tell you that a black flag is like a forked tongue that can only spew insults and promise trouble. And you might think: how weird. Why would a pirate hoist such a flag and let everybody know about their ill intentions? And you’d be right, even the most famished sea wolves won’t go around yelling their purpose to the four winds. No siree, a pirate only hoists their Jolly Roger when the prey is almost in their grasp, hoping that it will trigger a surrender and everyone can avoid the nuisance of an armed boarding. You should realize these flags are both the signature and business card of each good captain, and it’s very important that they command the right amount of fear and respect so that everyone can avoid useless and costly bloodshed. If you and your mates ever come upon a ship and decide to go into piracy, the first thing you’ll need to do is sew up one such flag and start making a name for yourselves. You can put a skull on it, with bones and whatever you fancy; but if you’re short on ideas, you can also roll some dice and choose at random from this table.

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The Accidental Flag Main Subject

Subject’s Feature

Over the Subject

Under the Subject

Left of the Subject

Right of the Subject

1 2 3 4 5 6

1 2 3 4 5 6

1 2 3 4 5 6

skull A A smiling skull A skull profile A skeleton A man Three skulls

1 2 3 4 5 6

othing N A letter A crown A word A bird Nothing

1 2 3 4 5 6

othing N A sword or knife A letter A heart A bone An hourglass

1 2 3 4 5 6

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one N Eye patch Horns Hat Bandanna Fangs

othing N A bone Two crossed bones A sword Two crossed swords An hourglass

othing N A sword or knife A letter A heart A bone An hourglass

BLACKBEARD

CAPTAIN EDWARD TEACH “Damnation seize my soul if I give you quarters, or take any from you!” Blackbeard, just before his last battle

The Queen Anne’s Revenge is a beautiful frigate and each of the pirates in her crew is notoriously fearsome and bloodthirsty. They are among the most violent pirates of the Caribbean and toast to their raids by drinking rum and black powder. The captain of such a ship, leader of such a crew, can only be a devilish pirate, a man as strong as an ox and as rough as a rock. His name is Edward Teach but, due to his majestic dark beard, everyone knows him as Blackbeard. Many stories about him say he’s the devil incarnate, or at the very least a demon from hell, come on Earth to vex sailors. The stories might be works of fiction, but they have believable roots: Captain Blackbeard usually leads the attacks with lit fuses hidden under his bicorne and beard, so that his face is hidden in smoke. What’s more, the old sea wolf never showed mercy to any man, sailor, or pirate, and holds in complete disregard both the law and the navy.

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On his Jolly Roger appears a horned skeleton, standing straight like an old devil, holding an hourglass in hand. It’s a clear warning to all his enemies: their time is about to be up. In the other hand, the skeleton holds a pointy arrow piercing through a bloody heart, as another testimony of the captain’s disdain for the lives of others. This is, by far, the most complicated flag flown by a pirate ship. A lone sentimental whim by a man otherwise as inflexible and inscrutable as his blade. From time to time, Blackbeard has his men gather a pile of sulfur on the deck and set it on fire, then he challenges them to stand in the flames to see who can resist the longest. He’s always the winner, thus reaffirming even to the least impressible crew-members that he is, indeed, the toughest captain on the Caribbean Sea. If you are ready to believe that Edward Teach must indeed be a demon, let me tell you a secret. In 1718, Blackbeard attacked a harbor - already no mean feat - kidnapped the son of the governor and requested a huge ransom. But not in gold or jewels… He asked for a crate of medicines. Seems like no man is really indestructible, not even Blackbeard the Devil.

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CALICO JACK

CAPTAIN JOHN RACKHAM “I am sorry to see you here, but if you had fought like a man, you needn’t be hanged like a dog.” Anne Bonny

The year is 1718. Captain Charles Vane sees a huge French frigate on the horizon and immediately understands that an attack would be extremely dangerous for his small ship and meager crew. As a wise old salt, Vane knows that there’s no shame in retreat when faced with too great a challenge, but he makes the mistake of ignoring the request of his crew. The pack of pirates, hungry for adventure, is insisting they should hoist the black flag and board that ship. This excess of caution cost Captain Vane his ship and, after a harsh mutiny, young John Rackham prevails as leader among his mates and captain of the Ranger. Soon enough, he starts making a name for himself, and becomes famous as Calico Jack due to his habit of wearing jackets made of calico cotton imported from India.

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His fast schooner darts across the sea and rivers alike and no prey is beneath him: he raids even the smaller ships and fishing boats. An interesting fact about Calico Jack’s crew is that their members include both Anne Bonny and Mary Read, two ruthless and adventurous women some maintain to be the only ones worthy of the title of lady pirates. Even more interesting is that many claim that both of the women are far better prepared for life at sea than their captain. Rackham’s Jolly Roger is a simple skull over two crossed cutlasses, a variation on the classic theme of crossed bones that will later gain in popularity. This elegant flag makes quite the impression, and with his unquestionable taste in clothing, his chirpy disposition and the support of his crew, Calico Jack is a perfect pirate. The man might lack traditional manly virtues such as strength, cunning, and ambition, but sometimes the clothes do make the pirate.

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STEDE BONNET

THE GENTLEMAN PIRATE “Pardon me, how much would one pay for this ship?” Stede Bonet, probably

Most pirates weren’t born on a ship, nor did they build their ship by hand, plank by plank. They simply eye one that fits their bill (maybe the one they’re working on) and without many qualms, just take it over by force. When I say “most”, what I really mean is any cursed pirate worthy of the name, with the exception of captain Stede Bonnet, known to most as the Gentleman Pirate. As a matter of fact, Stede Bonnet didn’t procure his ship – the Revenge – by force or mutiny, but at the shipyard. And he did so with his hand on a coin purse, not a sword. And he didn’t stop there. When it came time to gather a crew, Stede Bonnet didn’t just promise a percentage of the loot as payment, he offered an actual “honest” salary. A guaranteed minimum wage!

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Just imagine the face of people enrolling to become part of a pirate crew when they step on-board and are greeted with a paycheck from a perfect gentleman, the kind you usually find on the other side of a boarding. There’s a first for everything, I guess. As far as I know, the only real achievement captain Bonnet can boast is that his ship sailed side by side with the Queen Anne’s Revenge. For some reason, Blackbeard took him under his wing for a while. And old Teach himself gave Bonnet the best advice he never took: “change course, piracy doesn’t suit you”. Despite it all, the Gentleman Pirate had something to contribute to pirate culture after all. Some say that he was among those who pioneered the use of the plank as a rickety catwalk for people sentenced to be abandoned at sea. Maybe he didn’t want them messing up his hull. Stede Bonnet’s Jolly Roger is exquisitely tasteful, as one would expect, and is clearly inspired by that of his mentor, Blackbeard. On the black field we find a skull placed over a single bone, with a dagger on one side and a heart on the other. A nice touch.

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ANNE BONNY AND MARY READ PIRATE WOMEN

“As to hanging, it is no great hardship. For were it not for that, every cowardly fellow would turn pirate and so unfit the sea, that men of courage must starve.” Mary Read

Anne Bonny and Mary Read have certainly earned an honorable mention in pirate history books. They were two women who embarked on a pirate ship dressed as men and excelled in the art of plunder, and they made quite a name for themselves as terribly fierce fighters during their stint aboard Calico Jack’s ship. The notorious Anne Bonny is the illegitimate daughter of a rich Irishman who, apparently, dressed her like a boy since the day of her birth in hopes of hiding his adultery from his wife. After some years, the pirate abandoned her father’s home to sail to America, where she married a sailor and tried to start a new life. But the call of adventure was too strong, and before long she left her husband to join captain Rackham’s crew.

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Some say that Calico Jack was sweet on Bonny, but nobody would ever dare suggest that’s the only reason she remained on board: her fighting spirit and fierceness are nothing short of legendary, famously surpassing even those of her captain. I mean, they say that she once killed a man with her bare hands just because he was lacking in manners, and it’s known that no other member of the crew could drink, cuss, or fight as well as Anne Bonny. Mary Read is no different. As a young woman, she stole the identity of her missing brother to swindle his grandmother into giving her some money. And when that wasn’t enough, Mary kept dressing like a man to carry out all kinds of jobs, even entering the ranks of the navy and serving as a soldier for some time. Her thirst for adventure was finally satiated when the ship she was working on was attacked by Calico Jack, taken over, and all the crew was taken prisoner. That’s when Mary met Anne Bonny and chose piracy as her career, finally having found a line of work cut out for her. The story of Anne Bonny and Mary Read is among my favorites because it’s filled with contradictions. On the one hand, these two lady pirates teach us how little the prejudices of some so-called cultures are worth; but on the other, they are proof that the old cliché is actually true. If you were to ask any of the sailors who were beaten and raided by these damsels of the sea, they’d surely tell you that, indeed, women bring bad luck to any ship they board!

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BLACK BART

CAPTAIN BARTHOLOMEW ROBERTS “There is none of you but will hang me, I know, whenever you can clinch me within your power.” Bartholomew Roberts

Some men, despite their life at sea, their military rank, and the fact they’re captain of a ship, will never earn the respect of their crew, much less make a name for themselves. Then there are some rare people who get taken prisoners on a pirate ship and, after less than a month, gain such fame and respect that they’re named captain and go on to live a completely different life. Among these rare few, there is Bartholomew Roberts. He was a slaver going on forty when he was captured, and then he became captain of a pirate ship, going down in history as Black Bart. During his shining career, captain Roberts successfully attacked 456 ships, managing to bring in more loot than any other pirate and rapidly climbing his way up the pirate Olympus of the Caribbean Sea. This would be enough to make Black Bart a man worthy of renown, but the way this pirate managed to succeed in his deeds is even more remarkable.

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You’d think that a dangerous man in search of richness such as Black Bart must be a bloodthirsty pirate, a cold-hearted brute sailing into adventure like a charging bull. And you couldn’t be more wrong! Quite the opposite, in fact: Bartholomew Roberts is credited with enforcing hard-and-fast rules for his crew and bringing discipline and rigor worthy of the navy aboard a pirate ship. I can scarcely imagine something more incredible than a group of plundering anarchists reaching their peak wealth by following strict rules and a rigid code of conduct. There could be a very important lesson in this story, but I don’t think many people will learn it. And if you think that such an ambitious fellow as Black Bart was content with writing rules for his crew, think again. It’s to his ideas and regulations that we owe the famous Pirate Code: a set of rules supposed to form the basis for the code of conduct of all pirates. More what you’d call ‘guidelines’, if you catch my drift. Captain Roberts’s Jolly Roger is just as clear and straightforward as him. On the flag stands Black Bart himself, holding an hourglass together with Death, just side by side like two friends strolling along, or meeting after a long time.

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HENRY AVERY

THE PIRATE KING “I am a man of Fortune, and must seek my Fortune” Henry Avery

Everyone knows that captain Henry Avery is the undisputed Pirate King, not because he was crowned sovereign of some fabled pirate kingdom, but because his deeds are so legendary, that if there ever were a crown for the best plunderer, nobody would stand a chance against him. As proof of this, the British government was forced to put a bounty on his head the likes of which had never been seen before: the King was worth the whopping sum of 1000 pounds. This started the first ever worldwide manhunt. And to Avery’s credit, those damned pounds were destined to never be claimed. Among the many ventures of captain Henry Avery, the one to inspire the most tales and songs is the direct attack on the naval fleet of the Great Mogul. During this harsh battle, the pirates led by the King sunk 25 ships without needing to shoot once, and Avery himself took down the flagship Ganj-i-Sawai by knocking the main mast over with a single cannon shot.

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Now, I told you that Avery isn’t called the Pirate King because he created a pirate kingdom, but this isn’t to say that he didn’t go on to do exactly that. If you were to believe the rumors around here, the Captain amassed such an extraordinary amount of wealth that his men couldn’t have spent it all over the course of a lifetime, not even if they tried. So, they say, he set off to create a utopia: a city that would be free from the laws of the world, where pirates could go to retire and live in peace. Sailors called it Libertatia, and they said it was an island or a settlement hidden somewhere in Madagascar. Whatever the truth may be, Avery found a way to successfully fall off the grid in the beginning of the 1700s, and this makes him one of the few pirates who managed to escape the gallows. On Captain Henry Avery’s Jolly Roger figure two crossed bones under a skull profile. This figure, both common and unique, doesn’t wear a crown as some might expect, but a simple bandanna. Maybe Avery felt that was his crown. Or maybe it was a way to renounce any title, stating once more that all men are created equal. Even the Pirate King.

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HISTORY OF THE CAPYBARA Scupper that! A mouse should never be larger than a foot, maybe just… I mean, a mouse should be mouse-sized and not much more. When a sailor told me that, as he was traveling somewhere in Brazil, he met a mouse as big as a pig, just staring at him with its small beady eyes, I couldn’t believe it! After a while, it came up that there’s this creature, called a “capybara”, that actually looks like a giant mouse and… think they’re gone yet? Sorry for going on a rant about mice and pigs, but there was a shady fellow hanging around here, and I’d much rather what I’m about to tell you stay just between you and me. They say conquistadores and mercantile ships weren’t the only things to come from the Old World; that some people from a strange society called “the Society” also tagged along. Don’t ask me what they want, I wouldn’t know anything about it. What I do know is that they started enlisting captains and paying governors under the table, and if that’s how the wind blows, I don’t think they did it just to pass time. I say those people have a plan in mind… something very dangerous. The story I heard tells of a ship owned by this Society, a majestic frigate that, according to some, is the fastest, sturdiest and most powerful in the Caribbean. They say the Hiram – that’s the name of the ship – is astonishingly beautiful, decorated all over, and studded with row after row of cannons, enough to conquer a small town. The Hiram’s captain is a horrible man, with a terrible scar covering his face, neck, and right arm: thin lines tangled together, the signature left by a lightning bolt after it passed him from part to part while he was crossing a storm.

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People call him the Deranged Captain, and that’s pretty straightforward. They say that, when it left that scar, the lightning bolt took away part of his humanity and mind, changing him forever, leaving him just a hollow husk with a volatile temper. The Society readily equipped him with the best ship and crew money could buy, making him both the most loyal and most ferocious dog in their pack: a ruthless privateer, a pirate hunter who only flies the red flag, sinking enemy ships and leaving no survivors, showing no mercy. So if you ever spot a ship more beautiful than you could imagine, flying a flag red like blood with a white skull and dead tree sewn upon, heed my word: you better sail the long way around or get ready to fight for your life. That’s the Hiram, and if you believe half the stories about that ship, you can be sure you don’t want to deal with her. Forewarned is forearmed!

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Section IV Adventure s on the Open Sea

Rules of the Sea Now that you understand the way Adventure goes around here, you’re almost ready to set sail, but there’s still a couple of skills I can teach you to take to the sea like a true sailor. In this section, I’ll show you how to maneuver and manage a ship, how to lead a chase or board an enemy vessel, as well as how to engage in naval battles to the rhythm of broadsides. To carry out these feats, you’ll need a Logbook: a new kind of Travel Diary created especially for this age of Jolly Rogers, which you can find here on the right. But being able to steer the ship is not enough if you want to face the Caribbean Sea, so in this section I will also teach you how to swim and dive, and how to hold your breath as long as you can without drowning like a puppy at sea. On top of that, I’ll also teach you how to cross swords in a duel to the death against your Rivals – and possibly even other Adventurers. And if all of this still isn’t enough, toward the end of the section you’ll also find the rules to gamble, challenging your opponent to a noble competition known to the locals as Liar’s dice, as well as an all-new Feeling, something unlike all others: the “Drunk” Feeling. Trust me, you’ll need all this stuff just as much as the boring tirade about ships, diving, and dueling. When you’re ready…

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Logbook We're looking for But so is

Treasure Clues

Rival Clues

Time season

Era

e01 E02 e03 e04 e05 e06 e07 e08 e09

Assets

Ship Name

Model

Loa

Fast

Luck Powerful Sturdy

ded

Action Guts Knowledge Society Wild Crime

h Ric

Off llWe

t Ge

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Action Guts Knowledge Society Wild Crime

Ship Challenges Some days the sea is calm and the sky clear, the ships sail with tailwinds always filling their sails, and sailors spend their days cleaning the galley and winding ropes without a care in the world. Isn’t that just pure bliss? Sadly those are not the days you live in. That’s not the ship you’re sailing on. And most importantly, you are not a sailor like that: you’re an Adventurer, and your days are filled with Ship Challenges! We call Ship Challenges any action a whole crew of Adventurers attempt with a specific goal that could end in an Accident involving the ship and the crew as a whole. “Braving a storm”, “Shooting a broadside” or “Avoiding the shallows” are all examples of Ship Challenges. When you and the hearties are facing a Ship Challenge, everyone will have to roll the dice to do their part in the hopes that your collective effort will be enough to reach success. The several actions each of you tries to carry out are called Crew Actions, and can be categorized as Support Actions, Clutch Actions, or Daring Actions. The success of these actions will determine the success of the Ship Challenge. Bear in mind that you don’t have to face a Ship Challenge every time you are on a ship: challenges only happen when you and the crew decide to act as one to maneuver the ship. In all other circumstances, like when you’re fighting in a yard or shooting a single cannon, you can just use the normal rules to manage Challenges, Dangers, and Enemies. Similarly, you won’t have to face a Ship Challenge each time you steer the ship to make landfall or weigh the anchor. Those are reserved for when your ship and crew are risking some sort of accident, or when the success of the maneuver can’t be taken for granted.

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There are several accidents that can befall a ship during a Ship Challenge. The most common ones are: “Veering off-course”, “Losing speed”, “Being sighted”, or “Being damaged”. When the Fortune Master decides you and your hearties are facing a Ship Challenge, you need to follow a few steps: I. Define your objective II. Choose who will carry out the Clutch Action or Daring Action III. Carry out all Support Actions IV. Carry out the Clutch Action or Daring Action V. Get ready to face your failure

DEFINE YOUR OBJECTIVE Before facing a Ship Challenge, you and the crew can deliberate to establish your common objective and what you hope to gain, were you succeed. Examples could be: “We want to avoid getting stranded” or “We want to sail past the port without being noticed”. Not all Adventurers need to take part in the Ship Challenge, you just need a majority.

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Luck Coins during Ship Challenges As always, you can use a Luck Coin to automatically get an Extreme Success whenever you’re undertaking a Support Action or Clutch Action. If you do so to automatically succeed in a Clutch Action, your Luck Coin will have to be handed to the Fortune Master, without flipping it and with no possibility to keep it. It takes a lot of luck to move a whole ship, crew and all. You can’t use a Luck Coin to automatically get an Extreme Success in a Daring Action. Yes, fortune does favor the Daring, but there’s only so much it can do. Somethings you’ll have to handle yourself.

Crew Actions A captain’s order wouldn’t do much by itself if there were no crew of sailors ready to obey, and the helm can’t change course without the help of someone to man the sails. A person can’t sail a ship on their own: every member of the crew must do their part. It takes elbow grease from everyone! Crew Actions are actions that each Adventurer undertakes to help maneuver the ship, cumulatively resulting in the success or failure of a Ship Challenge. There are three kinds of Crew Actions: Support Action: Difficulty = 1 Critical Clutch Action: Difficult = 2 Critical Daring Action: Difficult = 3 Critical

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Support Actions

During a Ship Challenge, most Adventurers will have to take Support Actions such as manning the sails, holding the course, and synchronizing the crew. Rolling a Critical Success on a Support Action will grant one Advantage for the Clutch Action. Failing to roll a Basic Success at least will inflict a Disadvantage.

Clutch Actions

Only one of the Adventurers can carry out the Clutch Action, which must be declared first and rolled for last. During a Clutch Action, the Adventurer must determine the dice pool considering all Advantages and Disadvantages gained by his mates undertaking Support Actions. To successfully pass the Ship Challenge requires at least 2 Critical Successes.

Daring Actions

The Adventurer responsible for the Clutch Action can choose to carry out a Daring Action instead. To do so, they must disclose it before any Support Actions take place. A Daring Action will require 3 Critical Successes to pull off, but it will grand a sweeping victory to the crew, possibly ending a chase or fight on the spot.

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Face the Ship Challenge So, first the Fortune Master declares you are facing a Ship Challenge, then you and your hearties decide what your objective is, and then everyone gets into position, ready to do everything required to achieve the result you all want. To do so, you have to examine the Ship Challenge and your objective to determine who will have to undertake the Clutch Action, that is to say, which Adventurer will be instrumental for the result of the Ship Challenge given your circumstances. For example: if your objective is to execute a sharp turn, the Clutch Action will be left in the hands of the helm, in charge of controlling the ship, or in those of the captain, who has to give the order exactly at the right time and not a moment sooner. If you have any doubts, try asking yourselves: “What could go wrong?” The answer should help you and the Fortune Master determine what the Clutch Action is and who will carry it out. The Adventurer responsible for the Clutch Action will be the last to roll the dice. They also have the option to attempt a Daring Action, but we’ll discuss those later in another paragraph.

Attempting Support Actions

Everyone except the Adventurer responsible for the Clutch Action will have an opportunity to attempt a Support Action. These are actions aimed at making the Clutch Action easier. If, as above, the helm is responsible for the Clutch Action “turn before we hit the rocks”, examples of Support Actions could be: a sailor manning the sails, or a lookout shouting directions from the crow’s nest. As always, the Fortune Master will decide which Support Actions are relevant to the situation and which aren’t.

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Each Adventurer who rolls at least one Critical Success in a Support Action will grant an Advantage to the Clutch Action. Gaining more than one Critical Success in a Support Action doesn’t grant additional Advantages. Each Adventurer who fails to roll at least a Basic Success in a Support Action will inflict a Disadvantage on the Clutch Action.

Attempting the Clutch Action

After everyone has had a chance to carry out their Support Actions and granted Advantages and Disadvantages, the final Adventurer can add (or subtract) the correct number of dice from his pool for the Clutch Action. In these circumstances, there is no limit to the number of Advantages to the roll, but the Adventurer can still roll a maximum of 9 dice. If the Adventurer rolling for the Clutch Action obtains at least 2 Critical Successes, Luck smiles upon the crew and the Ship Challenge is won! Hooray!

CHASE: AN ONGOING CHALLENGE A single Clutch Action is enough to make the difference between success and failure in most Ship Challenges. But, under specific circumstances, a Ship Challenge could go on for several rounds, requiring additional successes to be won. A classic example of this is a chase. In this Ship Challenge, your vessel is racing another in a speed race, either because one of them wants to reach the other, or because both of them want to be the first to reach a goal. Failing or succeeding in a single Clutch Action during a chase doesn’t necessarily mean either side wins. It simply means either ship gains or loses speed, compared to the opposing side. In a chase, you’ll need to repeat up to three different Ship Challenges, and for each of them, you will all need to attempt separate Crew Actions to succeed. If you succeed in two rounds (even if not consecutive), congratulations! You won the challenge. And if you fail… Sorry, but evidently the other ship was faster than yours. In extremely pivotal moments, the Fortune Master might even decide to prolong the chase up to five rounds, meaning the crew will need three successes to win. But this option will take up a considerable span of time, so it should be used only when the chase is extremely important to the plot of your story. A dv en t u re s

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SCENE #1 - SHIP CHALLENGE FORTUNE MASTER Your destination lies in the back of an inlet, and you immediately see your ship will barely fit through the narrows. You’ll have to choose whether you want to attempt the maneuver and risk hitting the rocks, or drop the anchor and proceed on a lifeboat. JACKIE I give the order to stay on course, there’s no time to lose. “All hands to your stations! We can do this!” FORTUNE MASTER The ship is getting closer to the narrows and you feel as if the rock walls are closing in around you. You’re facing a Ship Challenge: you’re at risk of getting stuck and losing precious time. What do you do? [The Adventurers discuss among themselves, deciding that it’s best to proceed as slowly as possible, trying to keep the ship steady. They agree that the best candidate for the Clutch Action is Guy, who is standing at the helm] GUY I grab the wheel with both hands and take a deep breath. I mutter to myself: “I can do this. I can do this. I can do this.” JACKIE I think the best thing I can do to help Guy is slowing the ship down as much as I can so, for my Support Action, I give the order to lower the sails. “Come on, drop canvas, sea dogs, what are you waiting for?” [Rolls a Leadership task and gets 2 CRITICAL Successes, more than enough to carry out the Support Action] FORTUNE MASTER As the sails get lower, the ship slows down gently. Your Support Action just gained an Advantage for Guy

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JIJI As my Support Action, I’ll lean out portside to give better directions to Guy. [Rolls an OBSERVATION task and only gets 1 BASIC Success. Chooses to Risk it, and loses that too] “All clear portside!” FORTUNE MASTER Just as he finishes saying that, the ship bumps a rock and shudders all over. Your failure will give Guy’s Clutch Action a Disadvantage. JIJI “Thought port was the other side…” GUY With an Advantage from Jackie and a Disadvantage from JijI, I’ll have to do this on my own. For my Clutch Action, I’ll hold the wheel steady, trying to keep the ship straight. [Rolls a DRIVE task. One Advantage and one Disadvantage cancel each other out. He gets a CRITICAL Success, but that isn’t enough, so he chooses to Risk it, and gets an EXTREME Success] FORTUNE MASTER After rocking back and forth, the ships steadies, sliding through the rocks. Here and there the creak of wood cuts through the silence of the crew holding their breaths, but in the end, you manage to reach the inlet in one piece.

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Ship Dangers If you’re half as sharp as I think you are, you’re probably thinking that where there are Ship Challenges, there must also be Ship Dangers. And you’re right. We call Ship Dangers those Ship Challenges where the health and safety of the crew or ship are at stake. These Dangers are faced by taking Crew Actions, just like Ship Challenges. Whether your ship is en route for some dangerous rocks or you’re being greeted by a seaport with cannonballs, if you are facing a Ship Danger, it’s up to the Fortune Master to declare what Clutch Action is needed to escape danger. Clearly, you and the crew also have a right to put forward other solutions: be inventive and try to find alternatives. If the Clutch Action is successful, the Ship Danger is successfully avoided. Otherwise, both the ship and all Adventurers on board lose 1 Luck Point. Like other Vehicles, ships have 3 Luck Points, and should they stand to lose the fourth Luck Point, they too go Out of Commission.

A STORM: AN ONGOING DANGER During a storm, you will repeatedly face a Ship Danger for several rounds until crew and ship are safely out of there, or the ship is sunk. It’s an occupational hazard. Storms can last 3, 5, or even 7 rounds. During each round, the Adventurers must attempt a Crew Action to try and gain distance and avoid becoming fish food. The Fortune Master should decide from the beginning how long the storm will last, but they don’t necessarily have to disclose it to the Adventurers. If a ship goes Out of Commission during a storm, it sinks and the whole crew will be victim of a shipwreck.

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The Accidental shipwreck When you and your crew are shipwrecked, chances are you’ll end up on one of the many small islands scattered around the Caribbean. Keep in mind that castaways will always wake up with at least one Bad Feeling, as determined by the Fortune Master. The Fortune Master can come up with the desert island on their own, or they can choose to roll on this table to create a random island.

You awake

On the island there is

The island is inhabited by

Hidden on the island there is

1 2 3 4 5 6

1 2 3 4 5 6

Bleeding Shocked Dizzy Embarrassed Broken Scared

1 2 3 4 5 6

nobody friendly natives smugglers large beasts castaways hostile natives

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a tall mountain a wild jungle a series of sea caves a waterfall a bay full of wreckage a volcano

nothing stolen cargo rum and tobacco a ship a map a lot of gold

Naval Combat In addition to Ship Challenges and Ship Dangers, there are clearly Ship Enemies: these are ships controlled by enemies you and your crew will have to face with rammings and broadsides. Opposing ships face in Naval Combat, attacking each other one Crew Action at a time. In many ways, Naval Combat is similar to a Shoot-out: both of these conflicts are characterized by alternating rounds in which you attack them and then they attack you. As for Shoot-outs, the first one to attack will take the first round, and if you’re ever in doubt, you can flip a coin.

You attack

When you and the crew choose to attack an enemy ship, you should declare how you want to do it – for example, by ramming into them or shooting at them – and take the appropriate Crew Actions as you would during a Ship Challenge. The Clutch Action could be in the hands of the captain, who gives the order to fire; in those of the master gunner, who carries it out; or in those of the quartermaster, who coordinates the sailors. As always, your Adventure is what you make it. If the Clutch Action is successful, the Ship Enemy takes a hit, and once you’ve hit the Ship Enemy 3 times, you have bested them. After you and the crew have bested a Ship Enemy, you can choose whether you want to sink them or board them. The opposing crew can then choose if they want to surrender or fight your boarding.

They attack

When the opposing ship is the first to attack, the Fortune Master should declare how they do it, and establish what Clutch Action you need to evade the attack.

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As a rule of thumb, if the enemy shoots at you or tries to ram into your ship, the Clutch Action could go to the helm, who needs to turn on time; to the navigator, who needs to give directions; or to the quartermaster or captain, who gives the order for the sailors to duck. Once again, any other relevant ideas you may come up with are fair game. If the Clutch Action is successful, you avoid the attack. Otherwise, the ship and the crew (all Adventurers and Extras on board) lose one Luck Point. Like other Vehicles, ships have 3 Luck Points and – should they stand to lose the fourth Luck Point – they too go Out of Commission. Once your ship is Out of Commission, the enemy can choose whether they want to sink you or board you, and you can choose if you want to surrender or fight.

STAND BY TO BOARD! Once the enemy has been defeated, you can board them by throwing hooks and ropes onto their ship and use planks for you and your crew to invade their deck. This action is a given, but from then on, all usual rules for Challenges, Dangers and Enemies apply. But if you choose to board a ship you haven’t defeated yet, you can do so instead of attacking by using a Crew Action. If you succeed, the Naval Combat is interrupted and you and your friends can begin fighting the good old-fashioned way: with guns and swords. If you fail, the Fortune Master could decide the boarding is unsuccessful, or it was so clumsy that things go south. This could mean that your crew made it aboard the enemy ship, but you all have a Disadvantage on your next action. Keep in mind: if you try to board an enemy ship, the Fortune Master could also decide that the opposing crew is itching for a fight and you don’t even need a Crew Action to board their ship.

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SCENE #2 - NAVAL COMBAT: YOU ATTACK FORTUNE MASTER The enemy frigate is far too close. The quartermaster orders you to surrender or they will open fire. JIJI “I know those dogs: if we surrender, it’ll be the end of us. I say we attack first and go down trying.” [The Adventurers discuss among themselves, deciding to start the Naval Combat by shooting first. Jiji will take the Clutch Action by giving the order. He takes position at the cannons with other sailors] LAROCHE For my Support Action, I want to signal the enemy ship, telling them we will surrender. This way, they should lower their guard and we will have the element of surprise for the attack. [Rolls an ELOQUENCE task and gets 1 CRITICAL Success] FORTUNE MASTER The quartermaster on the enemy ship signals he understood and the whole crew seems relieved to avoid combat. They surely won’t expect a broadside now. This grants Jiji an Advantage on the Clutch Action. JACKIE I’ll take the telescope to look at the other ship. My Support Action will be to give some directions to Jiji about the distance and any weak spots. [Rolls an OBSERVATION task and only gets 1 BASIC Success. Chooses to Risk it, but she loses that too] “Lower your aim, they’re way closer than that!” FORTUNE MASTER Your improper directions contradict what Jiji was saying, confusing the gunners and imposing a Disadvantage on the Clutch Action.

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GUY I’m holding the wheel and know that the enemy is expecting us to come closer to let them board. So, for my Support Action, I’ll use the maneuver to steady the ship, clearing the shot for Jiji. [Rolls a DRIVING task but doesn’t get even a BASIC Success] FORTUNE MASTER The turn is too sharp and the ship rolls, making it even harder to take aim. Now Jiji will have to give the order with one Advantage and 2 Disadvantages. It’s a tricky one. JIJI Well, even though my mates are making my life difficult, I’ll light the fuse as soon as we’re close enough to the enemy ship, giving the order: “Fire!” [Rolls a SHOOT task and gets only 1 CRITICAL Success. Chooses to Risk it, but he can’t get anything better] FORTUNE MASTER Both the bad directions from Jackie and the clumsy turn by Guy aren’t easily corrected, and most of your cannonballs end up in the water, while the few that hit the frigate barely make a dent in the hull. Your Crew Action was a failure, and if that weren’t enough, now the enemy is ready to fight back. JIJI “Can we please hold her steady when I shoot?!”

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SCENE #3 - NAVAL COMBAT: THEY ATTACK FORTUNE MASTER The quartermaster shouts “Fire!” and a powerful broadside is about to target your poor ship. Now you have to defend yourselves by attempting a Crew Action. Your Clutch Action will be a LEADERSHIP roll to persuade the crew to maintain positions. After that little spectacle, most of your sailors are eying the white flag hopefully. [The Adventurers discuss among themselves, deciding to leave the Clutch Action up to Father Laroche, he knows how to speak to his flock] JIJI I’ll keep an eye out and as my Support Action I will wait for the right moment to warn the crew to duck, so we can avoid losing some heads. [Rolls an ALERT task and gets the CRITICAL Success he needed] “Duck! Incoming broadside!” GUY I say the best thing we can do is get out of here. For my Support Action, I’ll roll the wheel to try and have the broadside hit our stern, doing some sort of damage control. [Rolls a DRIVE task and gets 1 EXTREME Success] JACKIE My Support Action will be to spread the sails, so the ship will gain some speed. Since the crew is busy, I’ll run to the main mast, grab onto a rope and cut it with my knife, so that the sails will lower with me as a counterweight. [Rolls a STUNT task and gets 1 CRITICAL Success]

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FORTUNE MASTER Jackie unfurls the sails and shoots upwards holding onto the rope. When she reaches the top yard, the sails are able to catch more wind, and the ship speeds up. Guy’s turn was successful and Jiji’s orders precise, so Laroche gains 3 Advantages for his Clutch Action. LAROCHE As the broadside hits the ship, I turn to the crew: “They think they can scare us! They have no idea who they’re dealing with. Now everybody, hold your positions: let’s show the enemy we’re not the surrendering type!” [Rolls a LEADERSHIP task and gets 2 CRITICAL Successes] FORTUNE MASTER Your Clutch Action is a success, and as the enemy broadside hits your ship, sending wood chips and salt water raining down around you, Father Laroche’s words bring courage to the hearts of the crew, who shout with joy after averting disaster. They’re ready to keep on fighting.

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Daring Action Here I am, going on and on about Support Actions and Clutch Actions, but I can tell that since the first time I mentioned them, you’re dying to hear about Daring Actions. Clearly you are far more interested in Adventuring than staying alive, and that’s exactly why I respect you! When you and the crew are delegating roles for a Crew Action, you usually have to decide who will take what Clutch Action, but you can also decide to try a Daring Action. This alternative to the Clutch Action will raise the stakes by a mile. A good example of a Daring Action could be when a sailor drops the anchor as the ship is still sailing at full speed, just to turn on the spot and surprise the enemy with a broadside straight in their bow. Another could be when a navigator points the ship straight toward a storm coming up on the horizon, full sail ahead, so they can escape an enemy attack. Much like Clutch Actions, only one Adventurer in the crew will be responsible for the Daring Action. The Daring Action must also be declared first and taken last, adding or subtracting dice for Advantages and Disadvantages resulting from Support Actions. The difference is that a Daring Action always requires 3 Critical Successes to be carried out as planned, and if you succeed, it will resolve any situation you are currently facing. Additionally, Adventurers taking a Daring Action can’t rely on their Luck Coin to automatically gain a success. Even Luck has its limits. A successful Daring Action will instantly allow you to win any kind of chase, escape any kind of storm and defeat any enemy ship in one fell swoop.

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On the other hand, failing a Daring Action will cause both the ship and the crew (all Adventurers and Extras on board) to lose one Luck Point. This means that if your crew attempts a Daring Action to escape from a Ship Danger and you fail, both ship and crew will lose 2 Luck Points: one for the Danger, one for the failure. After all, nothing ventured, nothing gained! Bear in mind that Adventurers who succeed in a Daring Action will almost certainly earn a Good Feeling and, depending on the circumstances, even add an Experience to their sheet. Similarly, Adventurers who fail in a Daring Action will get a Bad Feeling and, if their mistake results in the defeat of their ship, probably a new Scar too.

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SCENE #4 – DARING ACTION FORTUNE MASTER After avoiding the enemy broadside, it’s up to you to decide whether to attack or flee. JACKIE “We won’t last long in a fight, we need a plan!” [The Adventurers discuss among themselves, deciding Jackie will have to attempt a Daring Action to defeat the enemy in one fell swoop] JACKIE From my position on the yard, I run to the lookout’s spot in the crow’s nest. There’s always a loaded rifle there, just in case. I’ll grab it and take position. “Hold her steady, I have an idea!” GUY I’ll stop the turn, holding the wheel steady. With my Support Action, I want to try to keep the ship still. [Rolls a DRIVE task and gets 1 CRITICAL Success] JIJI “Hold it! Don’t shoot!” I use my Support Action to give the cease fire. A stray shot from a cannon could rock the boat and ruin Jackie’s plan. [Rolls a LEADERSHIP task and gets 3 BASIC Successes, which add up to 1 CRITICAL Success] LAROCHE I take some people from the crew and, for my Support Action, I lead them to the masts, so we can furl the sails and slow the ship down. There are only a few of us, but we must act quickly. [Rolls a TOUGH task and gets 2 BASIC Successes. Risks and loses one of them]

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FORTUNE MASTER The crew turns to Jiji. Someone asks for permission to shoot first, before the enemy can do it, but they obey the order. Meanwhile, Guy manages to slow the ship down, keeping her steady. Both of these actions gain an Advantage for Jackie. But Father Laroche and the few people with him can’t furl the sails in time, so they aren’t much help. Jackie, it’s up to you. Take your Daring Action, sink or swim. JACKIE I shoulder the rifle and take aim. As my Daring Action, I want to shoot at the enemy helm. If I can do this, their ship will go off course and everyone will be thrown by the jolt. Then we’ll just have to fire straight at their bow to finish them off. [Rolls a SHOOT task with 2 Advantages and gets 1 EXTREME Success] FORTUNE MASTER You hold your breath for a second and take your shot. The bullet whizzes in the wind, striking the enemy helmsman head on. As he falls down, he drags the wheel to one side and it starts spinning madly. The enemy crew is jolted to the side, hitting the deck and parapet, and nobody reaches the helm in time. In just a few seconds, the bow of the enemy ship is aimed right at you. An easy target for a devastating blow. JACKIE “FIRE!” FORTUNE MASTER Your broadside hits the enemy ship hard, destroying part of the bow and even bringing down the main mast. Now it’s up to you to decide if you want to sail away, sink, or board the ship. Whatever you choose, you won this Naval Combat.

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Roles on a ship In the last chapter we mentioned captains, quartermasters, and gunners as if the words were obvious because you might be just a simple deckhand, but I know you’re far sharper than you look, and I don’t need to explain the basics. It’s no secret that crews are made of people with different roles, so if you and your mates ever get a ship, you should divvy up the roles and discuss who will do what, bearing in mind your differences and expertises. Don’t feel like you’re pigeonholing yourselves, though. When you’re engaged in Naval Combat or chasing a ship, it’s all hands on deck and anyone can choose whatever strange Crew Actions they need to do, regardless of their role. When a storm hits, captains end up side by side with deckhands manning the riggings to save the sails. And there’s been plenty of gunners who’ve had to take the wheel because the helm ate too much lead. Heed me: in a crew, every deckhand is just as important as the captain, and every sailor can make the difference between doing or dying. When your crew gathers to decide who will be responsible for the Clutch Action, try to find some inventive way to involve every one of you in the challenge. For example, let’s say you’re trying to ram an enemy ship. Obvious choices for the Clutch Action would be the captain (Leadership) or the helm (Drive), but you could also assign it to a bosun or carpenter (Tech) who may know your ship better than anyone else, thus knowing for sure if the hull can withstand the hit. In case you aren’t familiar with the members of a crew, here are the main roles:

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Captain: The captain is responsible for all decisions on the ship, and they inspire all sailors with their Leadership

Quartermaster: The quartermaster is the second in command

and they act as a go-between between crew and captain or the other way around, coordinating all operations on board with their Eloquence

Navigator: The navigator is the person most familiar with the

wind and sea. They can use stars, charts and their own experience to draw the fastest and safest route with both their Culture and Scouting skills

Helm: Sometimes the navigator is also the helm: otherwise, they might choose another sailor to Drive the ship and keep it on course

Bosun: The bosun is responsible for managing and maintaining the ship. They lead all carpentry operations with their indisputable knowledge of Tech

Master Gunner: The master gunner can Shoot so well, they are responsible for all of the ship’s weaponry, as well as other gunners

Lookout: The lookout is usually a nimble sailor with good eyes, charged with spending their days staring at the horizon with Alert, looking for ships or land

Other sailors: On a ship, there are many other sailors, each

tasked with different jobs. Some are responsible for the sails or the cannons, others work below deck as accountants, medics and cooks. Then there are deckhands like you

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Ships Whether you’re looking at a fast sloop, a large frigate or a majestic galleon, a ship is always the key to your freedom. They’re every sailor’s best friend. Each ship is one-of-a-kind. They have a name and their belly can hold whole crews who see them as their home. But they’re also trusted companions that sailors have to take care of during long crossings. They should be loved and respected.

ACQUIRING A SHIP Going down to the harbor and buying a ship, or having one built like Stede Bonnet did, requires a lot of resources. To be exact, a small watercraft with just the basics will cost you 6 Wealth Points, and larger sailing ships go for much more than that. For this reason, there are no Tags or wealth indicators that give an Adventurer the right to a ship from the get-go. However, the Fortune Master might choose to grant one to the group if they feel exceedingly generous, or the Adventure calls for it. It’s up to them. Although you might not set off on your Adventure with a ship, you can always try to make a fortune for yourself and buy one, but to be honest with you, the easiest way to acquire a nice ship is to steal it, or conquer it as pirates do. What, are you growing a conscience just now? However you happen to find yourself in possession of a ship, the first thing you have to do is name it (or you can keep the name it has been given), and add it to your Logbook.

Ship Name

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Fast Powerful Sturdy

A Ship’s Sheet

On your Logbook, there’s a section dedicated to your ship where you can note down the few details you’ll need to keep on hand for your voyages. Firstly there’s a place to write the name of your ship and its Luck Points. Like all other Vehicles, ships have 3 Luck Points. Underneath that, you’ll find a line to note the type of ship you’ll be sailing on. Here you can write whether it’s a sloop, a corvette, a frigate, a galleon, or any other kind of vessel. Finally, there are 3 diamonds you can fill in on your ship’s sheet: each of them represents a specific characteristic your ship can have: Fast, Powerful, and Sturdy.

Fast Ships, Powerful Ships, Sturdy Ships

In most cases, ships don’t really have characteristics, only rare examples may have one, two tops. A Fast ship is nimble and quick, making it easier to carry out evasive or approach maneuvers. They have an edge during chases. A Sturdy ship is extremely tough and can better withstand both storms and cannonballs. Finally, a Powerful ship can be armed with a ram, as well as several rows of cannons to attack its opponents. When you take a Daring or Clutch Action and your ship has one of these characteristics, the Fortune Master will have to consider the situation to determine if this feature is enough to make your task easier, meaning you’ll need 1 Critical Success fewer than normal. This will result in Clutch Actions requiring only 1 Critical Success, and Daring Actions only 2. On the other hand, if your opponents can rely on a ship with any of these characteristics, the Fortune Master could determine you’ll need 3 Critical Successes to carry out a Clutch Action, and even one Extreme Success plus one Critical for a Daring Action, depending on the circumstances. Bear in mind that ships with one or more characteristics are almost oneof-a-kind, such rare masterpieces that they are well known throughout the Caribbean Sea. You may not meet a single Fast ship during your Adventure in the Caribbean, but you’ll never meet two of them in a single Season.

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MANAGING A SHIP If you want your ship to survive the Adventure, you’ll have to take care of it. Whenever your vessel loses one or more Luck Points, you’d better head back to a Safe Place to perform the necessary repairs. As with all other Vehicles, you’ll need to roll a Critical Success on a Tech task while in a Safe Place to recover one of your ship’s Luck Points.

“Drive” a ship If you’re standing at the wheel, the right Skill to use is “Drive” I know that is not the best term to use in context, and you might be more comfortable with strictly nautical lingo, but just give me a break on this one, and say you are “driving the ship”. No need to make trouble for ourselves!

At least you know that any port that isn’t controlled by people actively trying to sink your ship or kill you can be considered a Safe Place. The Fortune Master could even determine that a deserted island is a Safe Place, or that you’re safe just dropping anchor at sea. Alternatively, if an island or the sea aren’t safe, because there are people searching for you, the Fortune Master can ask you to stand watch to create a Safe Place, using the rules for makeshift camps.

Crew

Most of the time, your adventuring group won’t be enough to keep the ship going: there will be many more people in the crew taking care of things. Among them, you could have Extras with a sheet on the Logbook, but as a rule of thumb, the Fortune Master should avoid including a number of Extras that exceeds half of the number of Adventurers, rounded up. An Extra with 3 Diamonds in a Field can carry out a Support Action, or even sacrifice themselves to take a Clutch Action. But they will never be able to attempt a Daring Action outside of the Mid-Season or Season Finale.

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Sea Shanties When you’re at sea, you feel as if time hangs heavy: crossings are long, water is always water, and wherever you look, there is nothing but a flat horizon with maybe some clouds. There’s a good reason if any time you use a ship to go from one place to another, to reach a port, an island, or another ship, you have to fill in an Hour on the Doomsday Clock. That Hour represents all the time you need to maneuver the ship, follow the course and reach your destination, yes, but it also represents all precious seconds and minutes lost here and there with the crew dawdling about without a common goal. The good news is that there is an alternative to this waste of time. When you and your mates are on board and have set your course for a new destination, you can choose whether you want to fill in an Hour on the Doomsday Clock or sing a good shanty or hearty ballad. There’s this strange phenomenon that occurs when all Adventurers agree on a song and sing it in its entirety, top to bottom: you will reach your destination without losing that precious Hour. However, if even one of you refuses to sing, or if they accept and then don’t sing, then you will have to lose the Hour and blame the buzzkill. Don’t tell me that’s you, deckhand? There are many songs out there, perfect for any pirate or sailor, and anyone who sails for a living knows several of them. If you know one, you can sing that, I’m sure you can find plenty. But if you and your mates don’t share any sea shanties in your repertoire, you can sing whatever you like and it won’t make a difference, so long as you sing it top to bottom without cheating. The key isn’t in the melody or the lyrics: it’s the captivating rhythm that brings everyone together and makes everyone, Adventurers and crew, more efficient. Try it for yourself! A dv en t u re s

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THE WELLERMAN There once was a ship that put to sea The name of the ship was the Billy of Tea The winds blew up, her bow dipped down Oh blow, my bully boys, blow (huh) Soon may the Wellerman come To bring us sugar and tea and rum One day, when the tonguing is done We’ll take our leave and go She’d not been two weeks from shore When down on her a right whale bore The captain called all hands and swore He’d take that whale in tow (huh) Ref. Before the boat had hit the water The whale’s tail came up and caught her All hands to the side, harpooned and fought her When she dived down low (huh) Ref. No line was cut, no whale was freed The captain’s mind was not of greed And he belonged to the Whaleman’s creed She took that ship in tow (huh) Ref. For forty days or even more The line went slack then tight once more All boats were lost, there were only four But still that whale did go (huh) Ref. As far as I’ve heard, the fight’s still on The line’s not cut, and the whale’s not gone The Wellerman makes his regular call To encourage the captain, crew and all (huh) Ref.

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DRUNKEN SAILOR What will we do with a drunken sailor? What will we do with a drunken sailor? What will we do with a drunken sailor? Early in the morning! Way hay and up she rises Way hay and up she rises Way hay and up she rises Early in the morning! Shave his belly with a rusty razor Shave his belly with a rusty razor Shave his belly with a rusty razor Early in the morning! Ref. Put him in a long boat till his sober Put him in a long boat till his sober Put him in a long boat till his sober Early in the morning! Ref. Stick him in a scupper with a hosepipe bottom Stick him in a scupper with a hosepipe bottom Stick him in a scupper with a hosepipe bottom Early in the morning! Ref. Put him in the bed with the captains daughter Put him in the bed with the captains daughter Put him in the bed with the captains daughter Early in the morning! Ref. That’s what we do That’s what we do That’s what we do Early in

with a drunken sailor with a drunken sailor with a drunken sailor the morning! Ref.

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Swimming and Diving If you’ll ever end up in the water, as you certainly will, since you’re living on a piece of wood floating on the sea, the Skill you will have to rely upon is Scouting. Indeed, all rolls to swim and dive are Scouting tasks in the Wild Field, unless the main focus isn’t really swimming. For example, trying to lift a heavy object while you’re diving can be a Tough task in the Wild Field, while hiding in the kelp to escape a shark could be a Stealth task, still in the Wild Field. Bear in mind that any task you attempt against a sea creature while in the water will always have a Disadvantage, since fins, gills and tentacles can really make a difference under the sea.

HOLD YOUR BREATH On the Jolly Roger Adventurer Sheet, in the Pockets section, there are 8 bubbles that represent the air you usually have in your lungs. So long as you can breathe, these bubbles will remain empty and you can ignore them. But when you go for a dive, these 8 Air bubbles are what separates you from Certain Death. So long as you’re under water and holding your breath, you will have to fill in a bubble at the end of each turn, after all Adventurers have taken their action. Similarly, you will also have to fill in an Air Point every time you fail a Challenge or lose Luck points on your turn.

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Once all 8 Air Points are filled in, it means you have no oxygen left in your lungs. In order to recover all Air Poins, you’ll just have to resurface or find an air pocket to catch your breath. If you don’t have a Jolly Roger Adventurer Sheet, it’s no biggie: just mark down some X at the bottom of your Pockets section. When you get to 8, you’re Out of Breath.

Out of Breath

Once you’ve filled in all 8 Air Points, you’re Out of Breath and can’t afford to remain submerged or fail again. If, for any reason, you’d need to fill a ninth Air Point, you’ll instead find you’re Out of Luck. When this happens, you also develop the Bad Feeling of being A Wreck and go unconscious. From then on you won’t be able to do anything until you resurface, and you’ll have to rely on your mates to save you. For every round you spend unconscious underwater, you’ll need to use a Luck Coin to avoid facing Certain Death.

Hanging by a thread

The rules for diving can come in useful for all those circumstances in which holding your breath can make the difference between life and death. For example, when they tie a noose around your neck and let you dangle from a gibbet!

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An unexpected plunge Sometimes you won’t have the time to take a deep breath before diving: you might even end up at the bottom of the sea without even realizing it. On these occasions, the Fortune Master can ask all Adventurers caught off guard to roll a Tough task in the Wild Field. Any Adventurer who fails to get at least a Critical Success will have to fill in 3 Air Points on the spot.

Duels The ship is on fire. A cannonball whizzes past the barrister and crashes into the mast, knocking it down. A wall of fire rises from it, spanning from bow to stern. You and the Rival are trapped. You reach for your swords, knowing full well only one of you will leave the ship alive. What could be more exciting than a duel in close quarters, an epic fight, steel to steel, like you hear about in sailor songs. Sure, Brawls and Shoot-outs are mighty fine, but a Duel is something special. It’s a moment frozen in time, filled with tension and adrenaline, as two opponents fight one against the other in a deadly challenge. It’s the perfect ending for a dramatic Episode or a Season Finale.

FIGHTING IN A DUEL Duels can’t be treated as normal Brawls: during a Duel you and the Fortune Master will both roll dice, comparing Successes to establish who won each assault. If you roll more Successes than the Fortune Master, your opponent will take a hit, no matter the Successes rolled, and after suffering three hits, your opponent is defeated or forced to surrender. If, on the other hand, the Fortune Master rolls more Successes than you, you lose 3 Luck Points. Once you’re Out of Luck, you lost. If you roll an even number of successes, nobody gets hit.

Carrying out an assault

Duels are made of several assaults, alternately made either by you or by the Fortune Master. The first assault is usually up to the Adventurer, but in certain situations, the Fortune Master can call for the opponent to be the first to strike. Otherwise, they can choose to let Luck decide by flipping a coin.

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Regardless of who is making the assault, both you and the Fortune Master have to roll the dice, and both Adventurer and opponent could get hit. After you make an assault, it’s your opponent’s turn, then yours again, and so on. When you are the one leading the assault, it means you’re the one in control of the situation, and you can choose if you want to roll for Fight in the Action Field to attempt to strike your enemy, or take any other kind of approach. For example, you could attempt a feint by rolling Dexterity, or you could try to cut a rope to cause a sail to fall down, covering your opponent, by testing your Tech Skill. When your opponent is leading the assault, the Fortune Master has the final say on which Skill you’ll need to roll to defend yourself. For example, if the opponent attacks you head on, the Fortune Master can call for a Fight roll in the Action Field, and if the opponent attempts a feint, they could ask you to roll for Alert instead. The important thing is to keep in mind that both contenders are at risk of being hit, independently of the Skill used and whether they are leading the assault or not.

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Re-roll and Risk in a Duel

Luck Coins during Duels When fighting a Duel, you can’t use Luck Coins to automatically get an Extreme Success as you usually do, because even your dumb luck has its limits. What you can do is use your Luck Coin to repeat a roll you don’t like, even after you Re-rolled, Risked, or went All or nothing.

During a Duel, you can still try to change the result of your roll by Re-rolling, Risking, or going All or nothing. When this happens, the one who rolled fewer Successes is always the first to act. If, for example, after the first roll you have a Critical Success and the Fortune Master only a Basic Success, they will have to Risk first, and you can wait to see the result of their roll before choosing what to do yourself.

Brawl and Duel

Duels are sacred rituals surrounding an Adventurer facing their opponent alone, divided by their companions either by circumstances or by choice. For this reason, Duels should also be central to any Episode they are a part of. Examples of good Duels could be when an Adventurer faces an Enemy alone on the yardarm of a ship, while their mates are stuck in a brawl on deck; alternatively, an Adventurer could choose to engage an Enemy in a duel while their mates are ransacking their cabin. To make sure tensions stay high, an Enemy who has already sustained hits in a Brawl will see those hits disappear when they are engaged in a Duel, and you’ll still need 3 hits to defeat them. On the other hand, if the Duel is interrupted and more fighters are involved, the Enemy will keep all hits sustained during the Duel, and the fight continues as a normal Brawl.

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Enemies during Duels

As always, there are four types of Enemies you can fight during a Duel. Basic [5 dice]: A pirate or sailor who’s good with the sword Critical [6 dice]: A well-trained captain or official of the navy Extreme [7 dice]: A renowned swashbuckler Impossible [8 dice]: A master fencer with legendary technique During a Duel, the Fortune Master will roll the number of dice indicated by the type of Enemy you are facing, and gain an Advantage if the Enemy wields an official’s sword and knows how to use it. Regardless of the type of Enemy involved in the Duel, the Fortune Master can never use a Re-roll, only Risk it and try to go All or nothing.

Duels between Adventurers

The above rules can also be employed to manage a Duel between two Adventurers. However, this should be a rare occurrence, possibly even a one-off: as a rule of thumb, Adventurers should face each other in a Duel only during a Season or Mid-Season Finale, and only for reasons that are highly significant to the Adventure. Nobody likes a belligerent brawler.

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Diss Battles Duels usually involve two people armed with a sword each, but nobody said that’s the only way they can be. To tell you the truth, there’s a far nobler sort of Duel, known as a Diss Battle, in which two people of noble intent face each other to the last insult. This unique competition follows the same script as a Duel step by step, but is fought in the Field of Society, using Skills such as Eloquence and Leadership. An Adventurer who loses a Diss Battle won’t face Certain Death, but will feel Embarrassed instead.

Wrestling If you find yourself lacking the cold steel of a sword, you’re free to challenge your opponent to a good old, no-holdsbarred, wrestling match. This is a different kind of Duel, fought in the Field of Wild, using Skills such as Tough and Fight.

SCENE # 5 - DUEL FORTUNE MASTER The Captain draws his sword and gets into position. You may have destroyed his ship, but he will not surrender. JACKIE I take my sword and bow to him, trying to get him riled up. I’m certainly not afraid of him. FORTUNE MASTER Instead of returning your gesture, the Captain takes advantage of your impudence and takes the assault with a powerful swing of the blade. You’ll need to use your DEXTERITY in the ACTION Field to avoid his blow. [The Fortune Master determines the Captain to be a Critical Enemy and rolls 6 dice. Jackie also rolls 6 dice: 3 for the Skill, DEXTERITY, and 3 for the Field, ACTION. The Fortune Master rolls . 2 BASIC Successes. Jackie rolls A CRITICAL Success]

⚀⚀⚁⚁⚂⚃ ⚃⚃⚃⚂⚁⚅

FORTUNE MASTER The Captain has the lower result, so I’ll be the first to Risk it [Re-rolls two dice that weren’t part of a Success, and gets . One CRITICAL Success and one BASIC success]

⚀⚀⚀⚁⚁⚅

JACKIE Ok, now I’m the one losing, so I choose to Risk too. [Re-rolls the three dice that weren’t part of a Success, but gets no additional Successes, thus losing the one she had]

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FORTUNE MASTER You lose this assault. The Captain takes you by surprise and the sword strikes you, cutting a lock of your hair and tearing a line in your jacket. Luckily, he mostly cuts cloth and a little skin. You lose 3 Luck Points. JACKIE “Son of a…” Now it’s my turn. I attack him head on, without tiptoeing around. [Jackie chooses to roll her FIGHT Skill in the Field of ACTION, and rolls 6 dice. The Fortune Master also rolls 6 dice. Jackie rolls . An EXTREME Success The Fortune Master rolls . That makes 3 BASIC Successes, with no room for Risk.]

⚃⚃⚃⚃⚅⚁ ⚂⚂⚄⚄⚅⚅

FORTUNE MASTER Your assault lands. You successfully break the Captain’s guard and hit him in the leg, drawing blood. The Captain takes a hit, but he has no intention of giving up. JACKIE “Bring it on, now! I don’t have all day”

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Gambling When neither diplomacy, swords, nor guns can solve your problem, there is one solution left: solve it with a gamble! Around here the preferred game is Liar’s dice, a friendly competition among people of the sea, challenging each other through luck and dice, ending up in a brawl only most of the time. If you’re in the market for an alternative to duels where smarts and luck are worth more than dexterity and courage, gambling will be just up your alley.

TWO PLAYERS AT A TIME There are several variants of Liar’s dice, and you’ll find plenty if you look for them. Here, I’ll explain you the rules for two players, so that Adventurers can play with one another, or an Adventurer can bet against a Rival or Extras controlled by the Fortune Master. I’ve chosen to limit the number of players to streamline things: there are Treasures to get and ships to board out there, and we don’t have time to spend the whole evening rolling dice here. Also consider that it will be very unlikely for all Adventurers in a group to be welcomed at a table together, since folk around here are suspicious, and nobody wants to get cheated out of a win.

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MAKING A GAMBLE Before every game of Liar’s dice, you’ll need to make a gamble, determining the Stakes. First things first, you and your opponent will have to agree on the consequences of your victory or loss. For example, you could gamble for money (1 Wealth Point), an item, or for information. After both parties have agreed on the bet, each player will receive 3 chips. Don’t worry if you don’t have real chips on hand, you can use dice or any other item. Truth be told, it doesn’t make a difference. When a player has all 6 chips, they win the game. If they have no chips left, they lose. In some situations, you can even choose to play a knock-out game, with a single chip per player. That’s especially recommended when you don’t have time to lose, or when the stakes are high and you need to raise the tension for Adventurers. The only question here is: are you feeling lucky?

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Cheating When you’re playing Liar’s dice and your opponent calls “deceit”, you can try to cheat before showing your hand. To do so, roll a Dexterity task in the Crime Field. Each Critical Success allows you to turn a die onto the side you prefer. If you don’t roll any Critical Success, I have bad news for you: you’ve been caught! If you ever choose to cheat again in the same game, you’ll have to be extra careful, rolling an additional Critical Cool Challenge in the Crime Field on top of the Dexterity one. Nerves play bad tricks on you when tensions are high. If any of your mates also know you’re cheating, they’ll also face the Cool Challenge, so bring your best.

PLAYING LIAR’S DICE Basically, the two people playing Liar’s dice will have 5 dice each, rolling them in turns. A player rolls the dice without showing them to the opponent and declares a result. They can choose to tell the truth or lie. The opponent then has to choose whether they want to believe them, calling “deceit” if they choose not to. At this point the dice are uncovered, whoever was right gets a chip, and the game starts over.

Who rolls first?

After choosing the stakes, the opponents must roll a die each. Whoever rolls higher wins. Alternatively, you can flip a coin.

Rolling the dice

Let’s say you roll first. You take 5 dice and roll, making sure to keep them hidden from your opponent. To do so, you can also use a dice cup or a mug. The only one who can see the result at this time is you – and your mates, if you trust them.

Declaring the hand

After seeing the dice, you should turn to your opponent and declare your hand, saying what’s your result, like “three-of-a-kind”, “two pair”, or “low straight”. In this phase, you have a right to lie, declaring a different hand from what you actually rolled. There are 8 kinds of hand: Five-of-a-kind (ex. ⚀ - ⚀ - ⚀ - ⚀ - ⚀) Four-of-a-kind (ex. ⚁ - ⚁ - ⚁ - ⚁ - ⚅) Full boat (a pair plus 3-of-a-kind) High straight (⚁ - ⚂ - ⚃ - ⚄ - ⚅) High straight (⚀ - ⚁ - ⚂ - ⚃ - ⚄) Three-of-a-kind (ex. ⚃ - ⚃ - ⚃ - ⚀ - ⚄) Two pair Pair (ex. ⚅ - ⚅ - ⚁ - ⚂ - ⚄) Trump die (a ⚅)

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Challenging the hand

After hearing what you declare, your opponent must choose whether to call “deceit” or not. If they call “deceit”, the dice are uncovered and whoever is right will win a chip. To be exact, the person who called “deceit” is right if the hand you show is lower than you declared. They are wrong if the hand is equal or higher than declared. After the loser hands over a chip, the dice go to your opponent, and the game starts over.

Not challenging the hand

After hearing what you declare, your opponent can also choose not to call “deceit”. When this happens, you should slide the dice to them, being careful not to change the result. After both of you have seen the dice, your opponent must declare how many they want to re-roll, being truthful in this at least. This means that if they say they’ll re-roll 2, they must keep 3 of them as they are and re-roll the rest without showing you. Now it’s their turn to roll the dice and declare the hand. Once again, they can also lie, but they have to declare a hand higher than what you did earlier. If, for example, you declared “two pair”, and your opponent chose not to call “deceit”, now they’ll have to declare at least “three-of-a-kind”. After they declare, it’s up to you to choose whether you want to call “deceit” or keep the game rolling.

End of the game

The game ends when either you or your opponent have no chips left.

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And a bottle o’ rum! The life of a sailor is made of equal parts of sea and rum, that’s an established fact. All ships worthy of the name, especially pirate ships, have a crate of rum somewhere in the galley, to be called upon when the night needs cheering up with a shot. Yes, there are degenerate captains who ban alcohol on board, but even they rarely have the power to enforce that ban! The problem with rum is that a shot now and then won’t harm anyone, but if you end up taking a drop too much, you’ll face the consequences.

NEW FEELING: DRUNK If you have a bottle of rum on your hands – or any other clap of thunder – you can choose to knock it all back in a gulp and gain the Drunk Feeling. Otherwise, as you’re getting a bit taken away in the merriment, the Fortune Master can say you’ve drunk enough to feel Drunk, or ask you to pass a Critical Tough Challenge to see how you’re holding your liquor. The Drunk feeling is very unique in that it can be either a Good or Bad Feeling, depending on how your body reacts to the alcohol. You can’t know beforehand if getting nice and hammered will make you fierce and strong as a lion, or leave you mopey and barely standing. It’s all part of the fun, aye? When you feel Drunk, flip a coin and hope for the best. If it lands on Tails, it means the spirit actually lifted your spirit, and you can add “Drunk” to your Good Feelings. If it lands on Heads, you’ll have to add “Drunk” to your list of Bad Feelings and get ready for a hell of a hangover. If you don’t feel like taking any chances, you can just hand over a Luck Coin to the Fortune Master and skip the flip to get the right to choose whether you want to write “Drunk” as a Good or Bad Feeling.

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I feel good

When you gain the Good Feeling Drunk, you can rely on an Advantage in all Wild and Action Tasks. This is because the alcohol lit a fire in you, making you strong and fearless, feeling as if you could conquer the world with just a sword or take on a shark with your bare hands. Yes, you might be staggering a little, and your speech is maybe a bit slurred, but you’ve never felt better! You lose the Good Feeling Drunk after a night of sleep, or when you suffer a Bad Feeling, as with all other Good Feelings.

I feel bad

When you gain the Bad Feeling Drunk, you suffer a Disadvantage in all Action, Knowledge, and Society Tasks. I fear the rum’s gone your head. You can hardly stand straight and you can’t remember which end to hold a sword by, not to mention the pounding in your head and the obscene faces you make when trying to seduce someone. Go home, you’re drunk! Once you have the Bad Feeling Drunk, you can’t keep on drinking in hopes of gaining the Good Feeling Drunk. Don’t even try it, deckhand! You lose the Bad Feeling Drunk after a good night of sleep in a Safe Place.

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Section V The Forgotten Course

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On-Demand Season So, I’ve told you all about the Caribbean Sea, black flags, the Navy, piracy, and naval combat… I’d say we didn’t skimp on anything, mate. Hopefully now you’ll make good use of what I taught you, because this is where your wonderful Adventure on the high seas really begins. I have great expectations of you, mainly regarding the massive amount of gold you’ll pile in your ship, and the fact you won’t forget who helped you in the beginning. Savvy? Now, unless you’re a Fortune Master, scram. You wouldn’t risk spoiling the great On-Demand Season that’s coming next. If you feel especially nosy, you may just flip to the next page and have a look at the four ready-to-roll Adventurers patiently waiting with their sheets. But if you’re a Fortune Master, welcome! This next Section is all for you. Here you will find an On-Demand Season titled “The Forgotten Course”: six Episodes ready to play or personalize to your heart’s content, as well as a nice context for it by the title “The Curse of El Dorado”.

THE FORGOTTEN COURSE What’s that, deckhand, are you eavesdropping? I won’t say it again: only the Fortune Master is allowed to read this. Scram! Don’t spoil the surprise. In The Forgotten Course, the Adventurers are this close to reaching a great Treasure, they even have the map to it already in their hands. To make everything more inter… complicated, the Rival’s forces will attack their hideout to steal the Map, and in the general ruckus the Adventurers will lose everything but half of the map, escaping capture by the skin of their teeth. Alone and isolated from the other mates, the Adventurers will have to gather a crew and attack the Rival’s base to piece together the course which will lead them to the Treasure. During this attack, the Adventurers will be captured, taken prisoners, and forced to cooperate with the Rival by leading them to the Treasure’s hiding spot. There they’ll learn that many people’s lives are in their hands.

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Your Season

You may already know this, but an On-Demand Season can be completely tailored to your liking by choosing your favorite Era, Treasure, Rival and so on. If you choose to plan “The Forgotten Course” on your own, you’ll simply need to establish a couple of details to determine the context to the Season. If you prefer, you can always choose everything together with the other Players, as you’d do for a Pilot. Once you’re all set and you’ve established the basic context for your OnDemand Season, you’ll just need a catchy title. Something on the lines of “The Curse of El Dorado”. Then, it’s straight to the Episodes you go. Every Episode begins with a brief list of what you need to establish to have it fit within your Season. You just need to put the work in.

On-Demand Episodes

The Forgotten Course is a Season made up of 6 On-Demand Episodes, but the best thing about it is that each of the Episodes can also be taken on its own, since it has a pretty good beginning, middle and end, so you can get one or two evenings of fun out of it. So if you don’t really feel like stringing all the Episodes one after the other in a Season, you can use them whenever you need a ready-to-play Adventure. You could even tweak them and use them in your own Season. In short, much like everything else in this book, On-Demand Episodes are instruments you can use as you better see fit. Trump cards you can pull out of your sleeve at any time, so you’re always ready for an Adventure. So, let’s cut to the chase: here is what you need to know. From here on you’ll find four ready-to-roll Adventurers, then the context “The Curse of El Dorado”, and finally six On-Demand Episodes, each with specific directions on how to play or tweak it. That’s it, no more excuses. Heave the anchor!

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GUY B. O’D ONNELL Sailor Explorer

“Never trust a Pirate” If when the storm is raging, you’d rather be the one holding the wheel rather than cower below deck, Guy is the Adventurer you’re looking for. Trust in your ship, and she’ll take you to the Treasure.

JEROME “JIJI’” JAMBEAU

Old Merchant Scum with a Peg leg “I say we can make a deal” Do you feel loquacious enough to talk your way out of any situation with the gift of gab? Then Jijì is the real deal.

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JUANITA “JACKIE” ROBIN Daredevil Pirate

PADRE RAFAEL LAROCHE Hunk Person of Faith

“… or we could do it my way”

“Only faith may save us”

If you feel like it’s always a good time for a terrible idea, you and Jackie are two threads of the same rope. Grab a cutlass and live your life to the fullest: no one can stop you!

If you choose Father Laroche, you’ll always be able to rely on the strength of your faith and the power of your muscles. Bring your own Bible. You’ll need it.

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I am Guy

B. O’Donnell

Call me if you need a Sailor

Explorer

IRELAND ENGLAND KINGSTON Places I call Home Heritage Homeland Workplace



Never trust a Pirate



Words to live by

FIGHT

LEADERSHIP

Po rt

Action

Luck

a

fo

na rt u

1

STUNT

Guts

COOL

I Feel

DRIVE SHOOT

Knowledge

CULTURE

FIRST AID TECH

Society

CHARM

ELOQUENCE

POWERFUL

+

DARING FOCUSED

ACTION

BLEEDING

¯

+

GUTS

SHOCKED

¯

+

KNOWLEDGE

DIZZY

¯

CONFIDENT

+

SOCIETY

EMBARRASSED

¯

FIERCE

+

WILD

BROKEN

¯

UNTOUCHABLE +

CRIME

SCARED

¯



+



¯



+



¯

SHIPS ORIENTEERING ROPES

Expertise

OBSERVATION

Wild SCOUT SURVIVAL TOUGH

Weapons and Gear Boarding Cutlass

Allows you to fight armed Enemies

Spyglass

Allows you to look far with an Advantage

Crime ALERT DEXTERITY STEALTH

Pockets

Backpack

Compass

aria Pockets

Scars and Experiences

Bag

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Mags

Bag

Backpack

I am Jerome

“Jijì” Jambeau

Merchant Scum with a Peg leg Call me if you need a Old FRANCE JAMAICA PIRACY Places I call Home Heritage Homeland Workplace





I say we can make a deal Words to live by

FIGHT

LEADERSHIP

Po rt

Action

Luck

a

fo

na rt u

1

STUNT

Guts

COOL

I Feel

DRIVE SHOOT

Knowledge

CULTURE

FIRST AID TECH

Society

CHARM

ELOQUENCE

POWERFUL

+

DARING FOCUSED

ACTION

BLEEDING

¯

+

GUTS

SHOCKED

¯

+

KNOWLEDGE

DIZZY

¯

CONFIDENT

+

SOCIETY

EMBARRASSED

¯

FIERCE

+

WILD

BROKEN

¯

UNTOUCHABLE +

CRIME

SCARED

¯



+

Old

¯



+



¯

TRADE INTIMIDATION PISTOLS CONTRABAND

Expertise

OBSERVATION

Wild SCOUT SURVIVAL TOUGH

Crime

Weapons and Gear Pistol

Muzzle loading. Allows you to shoot

Peg leg

Used to obviate to a missing a leg

Hat

Protects from the sun

ALERT DEXTERITY STEALTH

Pockets

Backpack

I can’t go back to jail (C) It costs me a leg (C) There’s always a way out (E)

aria Bottle of Rum

Scars and Experiences

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Pistol

Pockets

x

Mags

Bag

Backpack

I am Juanita

“Jackie” Robin

Call me if you need a Daredevil

SPAIN Places I call Home

Pirate CUBA PIRACY

Heritage Homeland Workplace





… or we could do it my way Words to live by

FIGHT

LEADERSHIP

Po rt

Action

Luck

a

fo

na rt u

1

STUNT

Guts

COOL

I Feel

DRIVE SHOOT

Knowledge

CULTURE

FIRST AID TECH

Society

CHARM

ELOQUENCE

POWERFUL

+

DARING FOCUSED

ACTION

BLEEDING

¯

+

GUTS

SHOCKED

¯

+

KNOWLEDGE

DIZZY

¯

CONFIDENT

+

SOCIETY

EMBARRASSED

¯

FIERCE

+

WILD

BROKEN

¯

UNTOUCHABLE +

CRIME

SCARED

¯



+



¯



+



¯

FOUL PLAY HEIGHTS CUTLASS

Expertise

OBSERVATION

Wild SCOUT SURVIVAL TOUGH

Weapons and Gear Boarding Cutlass

Allows you to fight armed Enemies

Pistol

Muzzle loading. Allows you to shoot

Crime ALERT DEXTERITY STEALTH

Pockets

Backpack

Knife

aria Pistol

Scars and Experiences

Bag

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Pockets

X

Mags

Bag

Backpack

I am Padre

Rafael Laroche

Call me if you need a Hunk

Person of Faith

SPAIN SPAIN CHURCH Places I call Home Heritage Homeland Workplace



Only faith may save us



Words to live by

FIGHT

LEADERSHIP

Po rt

Action

Luck

a

fo

na rt u

1

STUNT

Guts

COOL

I Feel

DRIVE SHOOT

Knowledge

CULTURE

FIRST AID TECH

Society

CHARM

ELOQUENCE

POWERFUL

+

DARING FOCUSED

ACTION

BLEEDING

¯

+

GUTS

SHOCKED

¯

+

KNOWLEDGE

DIZZY

¯

CONFIDENT

+

SOCIETY

EMBARRASSED

¯

FIERCE

+

WILD

BROKEN

¯

UNTOUCHABLE +

CRIME

SCARED

¯



+



¯



+



¯

RELIGION STRENGTH SING

Expertise

OBSERVATION

Wild SCOUT SURVIVAL

Weapons and Gear Fine Clothes

Advantage in Charm

TOUGH

Crime ALERT DEXTERITY STEALTH

Pockets

Backpack

Crucifix pendant necklace

aria Bible

Scars and Experiences

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Pockets

Bag

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Mags

Bag

Backpack

The Curse of El Dorado CONTEXT TO THE SEASON “THE FORGOTTEN COURSE” Era: Jolly Roger Location: The Caribbean Sea Treasure: El Dorado Rival: Commodore Morton. Later, Captain Kline Come here, I want to show you a shortcut. What you see in these pages is a context for “The Forgotten Course” by the title The Curse of El Dorado. It has all the information, Extras, and details you need to set up a fine Season without needing to come up with anything… well almost anything. Here on the right there’s a summary of the plot, a rough idea of what will happen when the Adventurers set their eyes on El Dorado. Turn the page, and you’ll find everything you need to know on the Treasure, the Rival, as well as a handful of secrets the Adventurers may discover en-route. Finally, before each Episode, I’ll leave you a couple pages of notes explaining how it should play out in the context “The Curse of El Dorado”. That’s everything you need, really, but even with me giving you all the pointers, don’t think you can get by without putting some elbow grease into it. What I mean is: if one thing we know for certain, it’s that nothing is certain. The wind changes when you least expect it. If you want to be a Fortune Master, you must learn to deal with all kinds of problems and take all opportunities. You may have to change some details, even whole Episodes, to adapt to the circumstances created by your Adventurers. That’s just the way it is. But remember, you must always hold your destination in mind and set a clear course, no matter what may happen, you stay at the wheel and make sure the Adventure proceeds at full sail.

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PLOT SUMMARY The most important pirate captains want to establish a Republic of Pirates and gain complete independence from all empires. To succeed in this noble endeavor, they need sufficient fundings to arm and feed the whole Nassau, as well as to face the resistance by the Royal Navy. As such, Captain Liv Kline and other intrepid pirates set off to search for El Dorado, a huge statue of solid gold worth more than anyone can imagine. After months of research, the Adventurers, led by Kline, finally got their hands on a map. It was drawn over a century ago by the conquistadors, and the course to El Dorado is clearly marked on it. Before their expedition to El Dorado could set sail from Fort San Vicente, the pirate hideout is razed by the fleet of commodore Henry Morton. During the fight between the pirates and the Royal Navy, Liv Kline is buried under the rubble, and the map to El Dorado torn in half. Holding onto their half of the map, the Adventurers must run from the British ships, setting course to Tortuga in search of a safe place to mull over their next move. When they get to a tavern on the disgraced island of pirates, they discover that the second half of the map fell into Morton’s hands and he is keeping it safe in his quarters in Port Valiant. On top of that, Captain Kline survived and is now kept prisoner by the commodore. After infiltrating Port Valiant, the Adventurers gather all pieces of the course to El Dorado, but they come to learn that Captain Kline had been working as a privateer for the British Crown all along. Once they defeat Morton, the Adventurers will be caught unaware, taken prisoner, and forced lead captain Kline to her Treasure. Shipwrecked by a storm, the Adventurers leave their jailers behind and wake up on the shores of a small island inhabited by local natives. It’s the island from the map. Here, after making their way through both traps and wild beasts and overcoming the trials of the Golden Temple, they finally lay eyes on El Dorado. But the Treasure isn’t, in fact, a statue of solid gold. It’s a young boy, revered as king by the natives. When Kline kidnaps El Dorado to deliver him to the British Crown, the Adventurers will need to join forces with the natives from the island to engage her in one final battle for El Dorado.

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El Dorado El Dorado is one of the Treasures that has always gained the attention of explorers and pillagers. It’s the kind of untold wealth that could change the course of History, turning the tide for a whole nation. There are many stories surrounding this legendary artifact of solid gold. This is one of them.

What the Adventurers may know:

According to the tales of Spanish conquistador Gonzalo Jimenéz de Quesada, El Dorado is a great statue of solid gold, representing a native king. In the sixteenth century, Quesada and several of his compatriots searched fire and wide, turning every stone in Columbia to find this legendary treasure. But it was all in vain. As time passed, expeditions dwindled to a stop, and although many think El Dorado to be nothing but a legend, a lot of people still hold onto hope that someday, they may stumble into it. One thing everyone agrees on: if the golden man of legend actually exists, there has to be a great curse over it. Any person fool enough to try to steal it will face the same unfortunate fate that befell the conquistadors. Everything changed when Captain Liv Klein sacked a Spanish ship and found a page from Quesada’s diary among the loot. From it, she learned about an incredible twist. The conquistador had actually found El Dorado, but he found it protected by many traps and curses. So, he decided to retreat and return to the spot with a great fleet. Quesada had drawn a map so that he could find his way back to that place, but it sank together with one of his ships before he could actually do it. Klein convinced the most important pirate captains in Nassau to join her on this search and this is how the Adventurers come into the fray. Together, the pirates finally find the map with the course drawn by Quesada. And thus begins the search for El Dorado.

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The Truth about the Treasure:

El Dorado isn’t a golden statue. He is a real, flesh and blood, boy, covered in gold dust and revered as a king, descendant of gods. When the people of South America spoke of a “Rey dorado”, later “El Dorado”, they were speaking of an actual, proper ruler who had unified several of their nations. Not just a golden statue. To escape from the conquistadors, the natives hid El Dorado in the Golden Temple on an island north of Colombia. The many traps and wild beasts who guard the kings were enough to scatter Quesada’s men, and start the legend on the curse of El Dorado. The British Crown knows the truth. They didn’t hire both Morton and Kline to bring back to England a golden statue. They are under orders to take the young native king prisoner and force his people to surrender the many riches they’re rumored to have hidden away to the British empire.

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The Rival To beat the Adventurers in the race to El Dorado, the British Empire hired two fearsome opponents. Each of them with strong, personal reasons to go after the Treasure. The first Rival to make an entrance in the story is Lord Henry Morton, commodore of the Royal Navy, captain of the warship Lionheart and admiral of a large military fleet. The Adventurers are well acquainted with the name of Morton, as he has been hunting for the pirates in search of El Dorado for quite some time. His official directive is to stop the uprising of Nassau against the British Empire, but it won’t take long for the Adventurers to learn he too is after El Dorado. He wants to hand the treasure in to the Crown and gain the reputation and social stature his lavish family inheritance never managed to buy. Despite the fact that Morton and Liv Kline are secretly on the same side, the two make quite a show of their reciprocal disdain and distrust. After the events of the third Episode and Morton’s death, the pirate captain Liv Kline reveals her true intentions and takes the Rival’s role, becoming the new admiral of the Lionheart and late Morton’s fleet. makes her an even scarier opponent than the commodore. When the Adventurers learn that she is double-crossing them and has been a privateer at the service of the British Crown all along, it’s too late. Kline has been manipulating all pirates in Nassau for months, convincing them that El Dorado could buy their independence. But her real goal has always been to bring Quesada’s map to the Brits so that they would expunge her criminal record, and let her live in peace.

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COMMOD ORE HENRY MORTON Heir to one of the richest families of British nobility, Lord Henry Morton has been recently promoted to the rank of commodore, which granted him command of the warship Lionheard and of a considerable fleet of Royal Navy ships. He is an upstanding man, but not really cut for the action. All pirates of the Caribbeans quickly came to despise Morton as an arrogant coxcomb who hides behind his huge fortune and the many rows of cannons on his giant battle ship. The truth is that Commodore Morton is nothing but a puppet in Kline’s hands, and she’s using his fleet to complete the mission and gain her freedom.

CAPTAIN LIV KLINE Liv Kline is one of the most feared and respected pirate captains in Nassau. She has well earned her reputation through dozens of memorable strikes against both Spanish and British ships. Daughter to a Dutch mercenary, she and her brother David were both abandoned very young, but they managed to build a new life for themselves. Today, she’s the captain of a daring crew. Her ship is an extremely fast brigantine called Devil’s Cry, and her Jolly Roger is a skull profile pierced by a long three-pronged pitchfork. Up until few years ago, both David and Captain Liv Kline was among the greatest supporters of the Republic of Pirates. However, after her brother’s death, many things have changed. Though she still publicly upholds the cause of the Republic, Liv only wishes to leave the Caribbean Sea and her old life behind.

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Section VI Episodes

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Episode 1

Crash and burn In Episode 1 “Crash and burn”, the Adventurers are very close to the Treasure, even having the precious map with the course to it in their hands. However, their Rival comes to shatter all their plans, forcing them to escape in the night with nothing but half the map. In order to play this Episode, you’ll need to know: Era: When the story happens. Hideout: An isolated cabin, an abandoned warehouse, a bunker, or any other place that is safe and far from prying eyes. Wild Place: The heart of the Amazonian forest, the snowy peaks of Nepal, the Sahara Desert. Any hard to reach and explore location filled with dangers is good enough. Leader: A person of great character and skills, known to everyone there – either directly or by fame – as the one in charge. Map: An item that can be deciphered or analyzed to reach a hidden location. Rival: A shady individual that wants to find the Treasure for the worst possible reason. They have the means and the will to put up roadblocks on the Adventurers’ path. Subversive: A person who stands against the Leader and goes against their orders or acts against previous agreements. Heavy artillery: Cannons, machine guns, mortars, or any other machine of war capable of delivering massive damage to people, vehicles, and buildings. Half of the map: An item that, in conjunction with the Other Half, makes the whole Map. Large Vehicle: A ship, a train, a convoy, or some other largescale vehicle. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for.

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PLAYING EPISODE 1 WITHIN A SEASON If you choose to play Episode 1 within a Season, remember to give a full description of the situation in the first scene, you need to introduce both Adventurers and extras so that they are memorable! This Episode could be placed almost at the end of an Adventure, after the Adventurers have already worked hard to get their hands on a map, and probably had time to get to know the other members of the group, including the Leader and the Subversive. During the first conversation, when the Leader and the Subversive argue, try to leave ample space to the Adventurers, asking each of them what they think of the situation and what is their relationship with each of the contenders. It is really important that when the Rival makes their entrance to crash their plans, the Adventurers have already built a rapport with the Extras and are emotionally involved in the story. This is a really hard place to start a Broken Compass Season, but if you set the scene right, it can end up being a very rewarding experience which helps to plunge the Adventurers straight into an Adventure of epic proportions.

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Prequel In this Episode, the Adventurers are already in possession of a Map that will lead them to the Treasure. You could choose to have a bit of role-play with them, or one of them, to find out how they got hold of the map. Before you dive into a Season, a Prequel could be the perfect way to get to know the rules, making things smoother for the Players.

Episode 1

The Curse of El Dorado CONTEXT TO “CRASH AND BURN” Hideout: Fort San Vicente Wild Place: An island in the Bahamas Leader: Captain Liv Kline Map: The course to El Dorado Subversive: Captain Julio López Heavy artillery: Cannons of Morton’s fleet Half of the map: Half of the course to El Dorado Large Vehicle: A pirate schooner Fort San Vicente is half-hidden in the tropical forest of a small island off the Bahamas and has acted as one of Captain Kline’s favorite dives for a while. Several pirate ships have dropped anchor in the fort’s harbor and are now hidden in its natural inlet, away from the prying eyes of navy patrols. Although San Vicente has been abandoned for several years and has mostly fallen into disrepair, there’s a small furnished room in the east tower. Tonight, it is well-lit by the warm flames of oil lamps. Inside the room there’s a wooden table covered in maps, pieces of eight, knives, and rum bottles. All around it, a dozen mismatched chairs host has many important pirates, captains, and quartermasters. The Adventurers are also in the room, either seated among the people of consequence, or standing with the rest of the public. Most sailors were left to wait on the ships. In between the many cheers and pats on the back, the pirates are reminiscing about the dangers they had to face to retrieve the precious map which will lead them to El Dorado, a huge statue of solid gold ready to be stolen. Then, Captain Kline unfurls a map drawn on heavy parchment by conquistadors that sails the seas more than a hundred years prior. The whole room falls silent, looking at the map with anticipation.

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Kline shares every other pirate’s enthusiasm and gives a toast to their victory, but she also wants to remind everyone of why they went on that dangerous mission. El Dorado is more than a Treasure that could make any man or woman and all of their descendants rich: it is the key to buy weapons and fortifications that will transform Nassau into the Republic of Pirates, a new power with enough funds to claim independence from the British Empire. Everyone agrees and toasts with her to a future of freedom. But the mood quickly turns sour when Kline rolls up the map, announcing that the circumstances are no longer in their favor, and setting off in search for El Dorado now would be too risky. There have been sightings of a large fleet, lead by Commodore Morton, combing through the Caribbean sea in search of the map. For this reason, the Captain asks her mates to wait, be patient for a month or two, and start on a new venture after the dust has settled. Then, everyone will meet again in San Vicente, and they’ll all set out on the course. Up until that point, the map will remain buried on the island. Captain Julio López explosively disagrees, he stands up and starts to yell at Kline, inciting everyone to mutiny. He even goes so far as to challenge Kline to a duel. When she declines the challenge with a laugh, López is quick to reach for cutlass and pistol, promptly imitated by some of his followers. Everything gets even more tense when López informs everyone that he’s already sent out letters to inform other captains of the map and invite them to meet on San Vicente. Captain Kline loses her temper, accusing the subversive of compromising the mission: surely they will lead Morton to their hideout. And her fears prove well founded, as soon as López’s mates get into port, their ships are blasted to pieces by the cannons of a huge warship. It’s the Lionheart, Commodore Morton’s flagship. Not far behind it, a large fleet opens fire on the fort with its cannons. The siege causes San Vicente to crumble, both López and Kline are lost under the rubble and the Adventurers are left with nothing but half of the map. They’ll have to choose whether they want to carry it with them, bury it, or quickly memorize it as insurance in the event of capture. At the end of it all, Morton’s fleet forces them to flee.

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SCENA 1 – IL RIFUGIO – INT/NOT The lamplight paints the interior with a warm light, casting stark shadows on the walls. The HIDEOUT is austere, but practical. Everything you can ask of a place where people of ill repute meet to plot, especially deep in the WILD PLACE. A handful of people are gathered around a table laden with food and alcohol. There are several other peoples, beside the Adventurers, and everyone is waiting for the LEADER to speak. The LEADER downs their drink and slams the glass on the table to get everyone’s attention. As silence falls, they pull a MAP and lay it on the table. With a gesture, they start to speak clearly. LEADER You all know very well how much we risked to get our hands on this MAP, but this is not the time to rush. The RIVAL is hot on our tails, they would like nothing better than for us to make a mistake. Now, I say, is the time to be patient. As soon as they’re finished, a murmur sweeps the room, but the LEADER silences it with a glance. But one voice doesn’t fall quiet. Someone stands to speak. The SUBVERSIVE wants a say on the matter. SUBVERSIVE Patient?! We have come here for a TREASURE, not to be patient! We must act! Now! Don’t listen to the LEADER’s words: they are the words of a coward! The SUBVERSIVE is quite compelling, the Adventurers should now choose which side to take. Will they heed the LEADER or follow the SUBVERSIVE? If they side with the former, they could try to reason with the SUBVERSIVE. To do so, they must show firm Leadership or be Eloquent and persuasive [CRITICAL Challenge]. If they fail the challenge, the SUBVERSIVE will lose their temper and pull their weapons. On top of that, a handful of other people who sympatize with them do the same, creating a standoff.

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On the other hand, if the Adventurers choose to side with the SUBVERSIVE, they may try to convince the LEADER to throw patience to the wind. But someone who’s used to calling the shots won’t be so easily swayed, so the Adventurers will need to show unbelievable Leadership or Eloquence [IMPOSSIBLE Challenge]. Failure will result in them all being branded as traitors and cuffed at the LEADER’s order. Regardless of what happens, the SUBVERSIVE lets everybody know it’s too late. They have already alerted others who feel the same way regarding the TREASURE, they’re already on their way to the HIDEOUT to get the MAP. The revelation sets the LEADER on edge. LEADER Idiot! Don’t you see they could lead the RIVAL here? If they’re not locked in a standoff, the LEADER runs outside to see whether the SUBVERSIVE’s allies are already in sight. Following them, the Adventurers could see the SUBVERSIVE’s allies arrive on some vehicles. But there’s more! Out of nowhere, here comes the RIVAL with their goons and HEAVY ARTILLERY. They open fire on the vehicles of the SUBVERSIVE’s allies and then turn their sights on the HIDEOUT. The LEADER dives back inside, warning everyone to get ready. This will grant an Advantage to the Adventurers as they go on to face the next challenge. However, if the LEADER and Adventurers were stuck inside by the standoff, they’ll realize what is happening only as they hear the distant rumble of the RIVAL’s HEAVY ARTILLERY and they won’t have time to get ready for what is about to happen. Finally, if the Adventurers were cuffed by the LEADER, they’ll have to face the next Danger tied up, unarmed, and with a Disadvantage!

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SCENE 2 – THE SIEGE – INT/NIGHT Le loud bangs coming from the outside leave no doubt as to what is about to hit the room where the Adventurers are. The RIVAL’s HEAVY ARTILLERY starts to tear down the HIDEOUT. The first shot falls nearby with a deafening crash. The walls shudder. The second shot makes full contact and the Adventurers can only try to dodge the blast and rubble [2 CRITICAL Dangers]. If they were cuffed, during the commotion they find the time to get their hands free. Adventurers could try to break the restraints with Tough and brute strength [CRITICAL Challenge], or they could try to wriggle their wrists out in a feat of Dexterity [[CRITICAL Challenge]. Alternatively, they can also look for the keys to the handcuffs, but they’ll need to be quite Observant [CRITICAL Challenge] to notice that someone dropped them in the confusion and they are now half-hidden by dust and rubble. Adventurers who fail this Challenge will take longer than thought to break free and suffer a Disadvantage to the next Danger. Meanwhile, the HEAVY ARTILLERY manages to hit the HIDEOUT a second time and the building is falling. A bunch of rubble falls on the table where the MAP was spread out. The LEADER dives for it with a shout: LEADER No! The MAP! They manage to grab a hold of the MAP, but it gets torn in half. One half is in the LEADER’s hand, the other is left buried under a large piece of debris. The next hit causes the LEADER to lurch backwards. When the dust settles, there’s no trace of them. However, their HALF OF THE MAP [Key Item] is still there, laying on the ground. The Adventurers can easily pick it up, but things will get trickier if they previously sided against the SUBVERSIVE, as they will jump in together with a handful of supporters [3 BASIC Enemies] to stand between the Adventurers and the HALF OF THE MAP. A scuffle will be inevitable.

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When an Adventurer finally gets their hands on HALF OF THE MAP, once again a shot from the HEAVY ARTILLERY hits the HIDEOUT, blasting through a wall and speeding up the collapse. The blast will hit the SUBVERSIVE with a full body blow, killing them and burying them in the rubble. The Adventurers also risk falling to the same fate if they don’t move fast. [CRITICAL Danger, failure gives the BROKEN feeling]. Lingering in the HIDEOUT comes with a high risk of death, so the Adventurers must escape to the outside with HALF OF THE MAP to save themselves. Looking outside, an Adventurer with good Observational skills [CRITICAL Challenge] may notice that the RIVAL isn’t just bombarding the HIDEOUT: Their forces are coming in for a direct assault! Another blast of HEAVY ARTILLERY. The shots are about to rain again over what little is left of the HIDEOUT and the Adventurers will need to be very Vigilant to find cover [CRITICAL Danger]. Once the Danger is past, here comes the charge of the RIVAL’s forces [CRITICAL Enemy]. There is no escaping the fight. Things start off as a Shoot-out, but quickly devolve into a Brawl. When the fight is over, the Adventurers realize there’s no sign of the LEADER. They appear to have vanished with the other half of the MAP, possibly buried under the rubble. However, there’s no time to think about it with the attack still going. More opponents are coming toward the HIDEOUT as the RIVAL keeps an eye on the situation from their vehicle. The Adventurers risk being found and killed. A good way to have their lives spared is to make themselves needed, and they have only one thing the RIVAL needs: their HALF OF THE MAP. If an Adventurers comes up with the plan to memorize the HALF OF THE MAP and destroying it, or to bury it so they can find it later, they gain both a Clue and a well-deserved Luck Coin. And finally, the Adventurers have time to catch their breath and take a Break…

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SCENE 3 – THE ESCAPE – EXT/NIGHT The RIVAL’s forces are combing through the area surrounding the HIDEOUT under the pale light of a crescent moon [IMPOSSIBLE Enemy]. The only way out for the Adventurers lies through the WILD PLACE, which they can cross to search for a LARGE VEHICLE in working conditions. The thick darkness helps them remain hidden, but the Adventurers will still need to proceed silently with Stealth [CRITICAL Challenge]. If even one of the Adventurers fails in this challenge, they stumble on some rubble and make noise. The RIVAL’s forces are quick to react, blindly opening fire in the night [3 BASIC Dangers]. Along the way, a loud whisper catches the Adventurers’ attention. It’s one of the men who sided with the SUBVERSIVE, they also survived the fall of the HIDEOUT. MAN I know a safe way to get to a LARGE VEHICLE. Please, I only ask that you bring me with you. You in? Adventurers who don’t trust the man can use their Observation skills [CRITICAL Challenge] to realize that he’s hiding something. An Extreme Success will make it clear that he is trying to lure them in a trap and hand them over to the RIVAL. Shouts behind them let the Adventurer’s know the RIVAL’s forces are getting close. If they choose to follow the man, he leads them on a narrow path that ends in an opening not far from a LARGE VEHICLE. Here, some of the RIVAL’s men ambush them [2 CRITICAL Enemies] The traitor finally shows his hand and the Adventurers must either fight or run. If an Adventurer sensed the man’s plot, they can still choose to follow him while already knowing what’s to come. This will make them feel CONFIDENT and grant them and all other Adventurers an Advantage in the fight. Instead, if the Adventurers choose not to trust the man and go their own way, the traitor draws a weapon and attacks them [CRITICAL Enemy]. Once they defeated or outran the enemies, the Adventurers can finally climb aboard the LARGE VEHICLE. Looking around, an Adventurer with good Observation skills [CRITICAL Challenge] can realize the RIVAL’s vehicle is getting dangerously close.

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SCENE 4 – THE CHASE – EXT/NIGHT Once aboard the LARGE VEHICLE, the Adventurers leave the WILD PLACE behind. The stars show them the way and the crescent moon shines over the landscape. It would be an amazing view, if it wasn’t for the RIVAL’s vehicle getting closer and closer, rapidly gaining ground. Knowing the firepower of the HEAVY ARTILLERY employed for the siege on their HIDEOUT, the Adventurers are well aware they need to do everything in their power to avoid confrontation. This means they’ll have to face a Chase [Ship Challenge] that will last 3 rounds. If the Adventurers succeed, the LARGE VEHICLE will gain speed and leave the enemy behind. On the other hand, if their escape fails, the RIVAL’s forces will reach the LARGE VEHICLE and get ready for a fight. The Adventurers will have to face the enemy in Naval Combat or try to avoid confrontation again. However, they can only start another Chase if they survive the first direct hit by the HEAVY ARTILLERY [Ship Danger]. If the LARGE VEHICLE goes Out of Commission, the RIVAL’s forces will proceed with a Boarding to retrieve the HALF OF THE MAP [3 CRITICAL Enemies]. The only hope for the Adventurers is to repel the boarders. If they succeed, the few surviving members of the RIVAL’s forces will flee chaotically, leaving their own vehicle unmanned as an easy prey for the Adventurers, who can choose to seize it and get away before the rest of the RIVAL’s forces reach them. After defeating or losing sight of the opponents, the Adventurers are finally safe and can get away. The LARGE VEHICLE proceeds undisturbed and can also act as a Safe Place. A light on the horizon signals the beginning of a new day. And with the colors of dawn, the landscape turns into a breathtakingly wonderful picture which the Adventurers can take in as they catch their breath after a hell of a night. Now they must choose what to do. There’s a course to chart, a TREASURE to seize, but before they can do any of it, they’ll have to find the other HALF OF THE MAP. End of the Episode.

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Episode 2 A Seamy Place

In Episode 2 “A Seamy Place”, the Adventurers have half of the map to the Treasure and are heading to a seamy place in search of information regarding the other half. The next stop on their quest is a rowdy tavern, with a drunk friend and a very dangerous gamble. In order to play this Episode, you’ll need to know: Era: When the story happens. Seamy Place: A dangerous place where the Adventurers can hide from authorities, it’s either managed or frequented by criminals. Joint: A tavern, an old pub, a dilapidated brothel, or some other hangout that is poor and frequented by seedy people. Drunk Friend: An acquaintance of the Adventurers with a notorious passion for alcohol, they’re constantly in a state of confusion because of their drinking. Other Half of the Map: An item that, in conjunction with the Other Half, makes the whole Map. Rival: A shady individual that wants to find the Treasure for the worst possible reason. They have the means and the will to put up roadblocks on the Adventurers’ path. Outlaws: A gang of scary-looking criminals, constantly armed, always ready to brawl, and prone to betraying people for personal gain. Half of the map: An item that, in conjunction with the Other Half, makes the whole Map. Large Vehicle: A ship, a train, a convoy, or some other largescale vehicle. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for.

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TIME AND WEALTH During this Episode the Adventurers might lose Wealth Points or Hours on the Doomsday Clock. If you are playing this Episode as part of a Season, you can use the Logbook to keep track of these assets. Instead, if you choose to play this Episode as a One-shot, the Adventurers will have to sing a Sea Shanty during Scene 1 or they’ll lag behind and lose the wind. Sailing to the seamy place in those conditions will leave them tired and Broken. For what concerns Wealth, know that the Adventurers might only spend a Wealth Point once: to enter the seamy place, to keep their weapons on them, or to bribe the bouncer.

PLAYING EPISODE 2 WITHIN A SEASON If you choose to playing Episode 2 within a Season, the Adventurers could get here without their half of the map, either because they memorized and destroyed it, or because they buried it. If that’s the case, their half of the map isn’t exactly an item, but a piece of informations others want to gain. If the Episode ends with the Adventurers taking the drunk friend with them, you can use the Bosun Extra sheet for them. If the outlaws join the group, you can consider them Mercenaries as per the Extra sheet in Section 6 of the Adventure Journal.

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Episode 2

The Curse of El Dorado CONTEXT TO “A SEAMY PLACE” Seamy Place: The island of Tortuga Joint: A rickety old tavern Drunk Friend: Tim Leet Other Half of the Map: The other half of the course to El Dorado

Outlaws: Laferriere and his gang of mercenaries Half of the map: Half of the course to El Dorado Large Vehicle: A ship that has seen better days The Adventurers sail away after the attack by Commodore Morton with only half of a map (or the information from it) and a ship that has seen better days. The best thing to do is get to a safe place where they can lay low for a while, but going to Nassau could put all their mates at risk, so the obvious choice is to go back to battered old Tortuga. Once upon a time, this was the north star for all pirates in the Caribbean, but nowadays, Tortuga is old and in decline. After mooring the ship, the Adventurers even have to pay a tax to gain access to the town. Once they’ve dealt with the annoying roadblock, the Adventurers can get to a rickety old tavern with dozens of drunkards sitting outside, getting robbed by people passing by as they beg for a round of rum faking injuries. Inside the tavern, the Adventurers are greeted by tone-deaf music and the chatter of old pirates and criminals of the worst sort. A burly Scottish innkeeper with one eye forces them to drink the typical grog of his rainy homeland. That slop must have set on the shelf for a dozen years. As they’re stuck in this reluctant toast, the Adventurers are approached by Tim Leet, a pirate drunk as a skunk that goes way back with one or some of them. After another round of cheap rum, mr. Leet tells the Adventurers that he’s met another guy who barely escaped the siege on San Vicente: he has some important information on the other half of the map. The guy is a big bald man

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called Smithy, he challenged Leet to a drinking contest and promised that, if defeated, he would reveal the location of the other half of the map to El Dorado. The good news is Leet won the contest and gained the information. The bad news is that he’s too drunk to remember it. The only thing the Adventurers can do is go to the private room in the back to meet Smithy. Leet offers to lead the Adventurers there and introduce them to the bouncer, but he falls to the ground unconscious as soon as he stands up. After reaching the room in the back, the Adventurers can see it’s full of weirdly armed criminals. People who look even worse than the other clients of the joint. Smithy is among them, laying belly up on a table, still knocked out after the drinking contest. There’s no way to wake him up, but as soon as they try, the Adventurers gain the attention of Laferriere: a cunning French pirate with red hair and a red beard. He beckons the Adventurers to his table. Laferriere casually eavesdropped on Smithy’s conversation with Leet, and he’ll gladly use the information as collateral in a game of dice. If the Adventurers win, they learn that the other half of the map has fallen in the hands of Commodore Morton, who brought it at Port Valiant for safekeeping. On top of that, they learn that after the siege of San Vicente, Morton retrieved captain Kline’s body from the rubble and took her prisoner.

TIM LEET

Action Guts Knowledge Society Wild Crime

In his better days, Mr. Leet was quartermaster on a freighter, and later on a pirate ship, always well loved and highly regarded by all members of his crew. Sadly that line of work comes with many stresses and many parties, which led to his drinking problem, and ultimately turned him in the shadow of the man he was, costing him the job. But Leet didn’t let that stop him. He became the exuberant lush drenched in rum everybody in Tortuga knows and loves… or at least tolerates. However, as soon as he hears about El Dorado, his old Adventuring spirits comes back, and he can’t seem to stop repeating the words “El Dorado” to anyone he talks to, with eyes that shine like doubloons. E pi sode 2

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SCENE 1 – LARGE VEHICLE – INT/NIGHT The room is basked in gentle candlelight. Shaky shadows dance on the walls. The Adventurers are sitting around a table in a comfortable cabin. They’re on board the LARGE VEHICLE and have been traveling for a while. The weather is nice and calm. But the surface of quiet can hardly hide the tension winding in the minds of those sitting at the table. The Adventurers are all perfectly aware that the RIVAL is after them. The RIVAL has kept hot on their heels, trying to catch both them and the precious item now unassumingly sitting on the table. That item is HALF OF THE MAP to the TREASURE. The only hope for the Adventurers is to travel quickly to a SEAMY PLACE they know. There, they’ll finally be able to catch a breath, away from the RIVAL’s eyes, and get some much needed supplies, repairs, and possibly useful information. But the journey to the SEAMY PLACE on the LARGE VEHICLE is long, and if they want to avoid loosing an Hour, they’ll have to sing a Sea Shanty and get to work. Whatever they choose, at some point, they’ll see lights on the horizon. There’s no mistake, they’ve made it to the SEAMY PLACE. Luckily with no RIVAL in sight. After getting off the LARGE VEHICLE, the Adventurers head to the SEAMY PLACE only to notice it now stands hidden behind a tall wall. The only way in is through a guard post.

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SCENE 2 – ENTERING THE SEAMY PLACE – EXT/NIGHT As soon as the Adventurers approach to enter, two guards glare at them, blocking the way in with weapons drawn. The SEAMY PLACE doesn’t offer its protection and confidentiality for free. If the Adventurers wish to enter, they’ll have to pay a price… So, the guards ask the Adventurers to pay duties, and they can answer in several ways: The first and most simple one is to pay 1 Wealth Point. Secondly, if they want, the Adventurers can try to persuade the guards to let them in for free. But to bamboozle them with soft and swaying words, they’ll need to use a generous amount of Eloquence or just as much Charm [CRITICAL Challenge]. Finally, they can also try to force their way in, ordering the guards to let them through. To do this, they’ll need to call on all of their Leadership skill [EXTREME Challenge]. If they choose one of the two challenge, failure will always result in the Adventurer being laughed at. The guards will mock them until they feel EMBARRASSED. After gaining permission to enter in any way, as soon as the Adventurers try to cross the gate, the guards stop them again. They point at the Adventurers’ weapons and waggle their fingers “no” before reaching out an expectant hand. Nobody enters the SEAMY PLACE with their weapons. Once again, the Adventurers can ask if there’s any way to keep their weapons. The answer is clear and smug: the cost to bring weapons inside is 1 Wealth Point. If an Adventurer wants to hide a small weapon under their clothes to sneak it past the guards, they’ll need a good does of Stealth [CRITICAL Challenge]. Finally, a sly Adventurer could think to try and swipe the gold they just paid right out of the guards’ pockets, and this will clearly require a feat of Dexterity [CRITICAL Challenge]. However, this maneuver is made easier if one of their friends failed their Eloquence or Leadership Challenge and feels EMBARRASSED. The guards will be so busy bullying the other Adventurer to grant an Advantage to the one picking their pockets.

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SCENE 3 – THE JOINT – INT/NIGHT After making their way past the guard post, the Adventurers are hit by a wall of strong smells, loud music, and laughter. All the people in sight are either completely unkempt or plain seedy. A bunch of dodgy mugs, just what you’d expect from the place. The greatest concentration of crooks around here can be easily found in the JOINT, a sort of pub. Elbowing their way through the crowd, the Adventurers finally manage to get in. Inside, the chatter becomes a deafening racket: there’s a group of musicians trying to string together notes, but they’re probably confused by the thick fumes of alcohol. To make matters worse, the innkeeper immediately beckons the Adventurers to go to him. It’s the kind of offer you can’t refuse, especially from a burly hulk of a man. The innkeeper immediately fills in some glasses, offering the first round to the Adventurers. Refusing would be an offense. If any of the Adventurers try to decline, the music immediately stops and the whole tavern glares at them. The only way to bring the atmosphere back to jovial is to accept. After downing their glasses, the Adventurers immediately realize that, in addition to tasting horrible, the liquor is extremely strong. An explosive rotgut. The Adventurers hold the first round pretty well, but they risk feeling DRUNK after any following glass. And if that wasn’t enough, a loud voice calls their attention from behind. Someone is walking toward them with a smile and open arms. They have a half-empty bottle in one hand and look very excited. It’s their DRUNK FRIEND, who rapidly pulls them to a table. The Adventurers can try to resist, but the DRUNK FRIEND knows how to pique their interest: in a whisper, they say they have important informations on the TREASURE they’re looking for. After making way to the table, the DRUNK FRIEND insists the Adventurers drink a round with them before they begin to talk. If any Adventurer declines, the DRUNK FRIEND will glare at them with distrust but say nothing. From then on, that Adventurer will have a Disadvantage to all rolls regarding the friend.

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After a toast, the DRUNK FRIEND starts off on a tangent about the good old times and anything else that comes to mind but the TREASURE. They’re clearly too drunk to keep a straight train of thought, and the Adventurers will need to persuade them to remain on topic by way of Eloquence or Leadership [CRITICAL Challenge]. Regardless of the result, the DRUNK FRIEND will say they met a man who knows the location of the OTHER HALF OF THE MAP before rambling again. However, if the challenge was failed, they’ll get sad and clam up, refusing to continue unless the Adventurers make another toast with them. To pry additional information out of the DRUNK FRIEND, an Adventurer must try again to use Eloquence or Leadership [CRITICAL Challenge], and once again, in case of failure, the DRUNK FRIEND will request another round. And so, the Adventurers finally come to know that the man who knows the location of the OTHER HALF OF THE MAP challenged the DRUNK FRIEND to a drinking contest with the information as a prize. Then the DRUNK FRIEND starts babbling abuse against nothing in particular, and once again an Adventurer will need to coax them back on topic [CRITICAL Challenge] with the risk of being involved in another toast. After a final nudge, the DRUNK FRIEND discloses proudly that they won the drinking contest and the location of the OTHER HALF OF THE MAP as a prize. However, in the end they were too drunk to remember anything but the face of the guy they won the information off of. He points the Adventurers to a room in the back of the JOINT, reserved to all gambling affairs, and tells them the guy is still there. To get in the room, the Adventurers will need someone to vouch for them. Lucky for them, the DRUNK FRIEND will be happy to do it. Except as soon as they stand up from the chair they wobble on their feet and fall prone. The alcohol finally had the better of them, leaving the Adventurers on their own.

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SCENE 4 – THE BACK ROOM – INT/NIGHT There’s only one bouncer at the entrance to the back room The Adventurers can easily try to create a diversion, probably starting a brawl to sneak behind the bouncer with a bit of Stealth [BASIC Challenge]. Trying to Charm their way past the entrance will be harder [CRITICAL Challenge]. Obviously the easiest way through is trying to bribe the bouncer. However, the Adventurers can only try this if they are Well-Off, and in that case, getting in will cost them 1 Wealth Point. As soon as they cross the door to the back room, the Adventurers can feel the atmosphere is even worse than in the main hall of the JOINT. The air reeks of alcohol and the few people inside are clearly marked with gallows dirt: cutthroats with less than savory intentions who immediately turn to the Adventurers with studying glares. Sitting at a table in the corner, there’s a group of OUTLAWS playing cards. But what catches the Adventurers’ attention is the guy laying on the ground, snoring off his bender. They recognize him as the man who knows the location of the OTHER HALF OF THE MAP by their DRUNK FRIEND’s description. Sadly, it looks like they won’t be getting any information from him soon. If the Adventurers try to wake the guy or pull him away, the OUTLAWS will take notice and stop playing to look at them. The OUTLAWS ask the Adventurers if they too are interested in the location of the OTHER HALF OF THE MAP. They heard the passed-out guy talking about it with the DRUNK FRIEND as they were getting tanked. It doesn’t take much spirit of Observation [BASIC Challenge] to realize the OUTLAWS are starting this conversation with ulterior motives: they know the Adventurers have HALF OF THE MAP and want to steal it. But instead of using violence, the OUTLAWS prefer challenge the Adventurers to a gambling game: if they lose, they’ll give the Adventurers a precious Clue on the location of the OTHER HALF OF THE MAP. But if they win, they want the HALF OF THE MAP the Adventurers already have. The stakes are far from balanced, but the OUTLAWS are heavily armed and won’t take no for an answer. Furthermore, Gambling is the fastest way to get intel on the OTHER HALF OF THE MAP. Granted, they have to win first… If the Adventurers choose to

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gamble, they have to go up against the leader of the OUTLAW leader. In-between hands, as they await the other Adventurers have time to look even better, some weapons to use in if they were forced to leave theirs PLACE.

results of the game, the around for a way out or, case of need. Especially when entering the SEAMY

If the gambling Adventurer wins, the OUTLAW leader surprises everyone by being honorable and – after swallowing the bitterness of defeat – gives up an important Clue to the OTHER HALF OF THE MAP. Now that the Adventurers have what they came for, they can choose it is best to leave. However, as they move a step toward the door, the OUTLAWS immediately block their way. Things seemed too good to be true. The OUTLAWS really want the HALF OF THE MAP the Adventurers have, and this time they aren’t asking politely. They don’t even bother asking, they straight up pull out the weapons [3 CRITICAL Enemies]. On the other hand, if the gambling game ended up with the OUTLAW leader on the winning side, the Adventurer have two options: they can fight the OUTLAWS, or they can try to bargain with them, promising they’ll give the OUTLAWS half of the TREASURE if they let them go. But to convince bloodthirsty cutthroats isn’t an easy feat, and the Adventurers will need to be very Eloquent [EXTREME Challenge]. If the Adventurers succeed, the OUTLAWS will let them go taking their word on the fact they shall return with half of the TREASURE. If they fail, the OUTLAW leader will let them go only on condition that their groups travel together for the rest of the way to the TREASURE. After gathering the Clue, the Adventurers just have to make their way back to the LARGE VEHICLE and plan the next step. They are free to choose whether they want to bring the passed-out DRUNK FRIEND with them. End of the Episode.

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Episode 3

Storming the Fortress In Episode 3 “Storming the Fortress” the Adventurers must sneak into the Rival’s lair to save a friend and retrieve the other half of a Treasure map. Despite their best efforts, they’ll soon find out that the way in is easier than the way out. In order to play this Episode, you’ll need to know: Era: When the story happens. Friend: A trusted friend, someone one or more Adventurers are well acquainted with and regard as worthy or dear. Other Half of the Map: An item that, in conjunction with the Other Half, makes the whole Map. Rival: A shady individual that wants to find the Treasure for the worst possible reason. They have the means and the will to put up roadblocks on the Adventurers’ path. Half of the map: An item that, in conjunction with the Other Half, makes the whole Map. Large Vehicle: A ship, a train, a convoy, or some other largescale vehicle. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for. Fortress: A castle atop a high mountain, a military base, a secret hideout, or some other location which is both hard to reach and well guarded. True Rival: The dark puppeteer who has been pulling the strings of the Rival while hiding in the shadows and now finally enters the fray. Rebel: Someone who fights against authority because of their ideals.

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A Way Out

At the end of this Episode, the Adventurers will be captured by the True Rival. If they play their hand well, they might manage to make the best of their captivity and find out important information that will prove useful in future Episodes. However, if you are playing this Episode as a One-Shot, you could also choose to change the final scene in order to allow the Adventurers who manage to reach the Great Vehicle to flee, maybe with the Treasure map in tow.

PLAYING EPISODE 3 WITHIN A SEASON Episode 3 is a Mid-Season Finale. Before playing through this Episode, the Adventurers gain 2 additional Diamonds and a new Expertise. If an Adventurer fell to Certain Death during previous episodes, they may be waiting for their friends in a cell under the Rival’s fortress. Someone probably caught them and locked them up without a second thought. Additionally, this is the Episode in which the True Rival of the Season shows their true colors. They may be a new character or an Extras the Adventurers have already met without realizing. If you prefer, the True Rival could be the old Rival, who up to this point acted under a false identity or behind false pretenses. It’s your call to make. The one thing that matters is that the moment the True Rival comes into play, the Adventurers must really understand that the Adventure has shifted gears and the stakes have gotten higher. From then on, the Adventure gets tough.

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Episode 3

The Curse of El Dorado CONTEXT TO “STORMING THE FORTRESS” Friend: Captain Kline Other Half of the Map: The other half of the course to El Dorado Half of the map: Half of the course to El Dorado Large Vehicle: A ship Fortress: Port Valiant True Rival: Captain Kline Rebel: Olewale, the maroon Port Valiant is a British fortress controlled by the Royal Navy and Commodore Morton’s soldiers. The only way in for the Adventurers is a small hidden cove, but they risk being caught by a handful of drunken sailors who are using that spot to escape their duties. Luckily they have no weapons on them. If Laferriere and his men have joined the group at the end of last Episode, they categorically refuse to be left behind with the ship and follow the Adventurers. After gaining entry in Port Valiant, the Adventurers head to the prison in hopes to find Captain Kline, who allegedly survived the siege on San Vicente. As the guards are complaining about a riotous prisoner, the Adventurers may think to have found her, but they end up meeting a maroon instead. A strong and steadfast rebel named Olewale. To thank the Adventurers, he informs them that Captain Kline isn’t held with the other prisoners: she’s being kept in the commodore’s quarter under orders of Morton himself. By now the ruckus caused by the prisoner has alerted the soldiers and the Adventurers must act quickly if they want to get to Morton’s quarters on the top floor. If Laferriere’s mercenaries are with the group, the sight of incoming soldiers will be enough to have them reevaluate their priorities and flee. In the commodore’s room, there are several letters telling of many capable sailors who tried and failed to find the course to El Dorado with only half. With these information and their half of the map, the Adventurers are finally able to deduce the correct course. Additionally, among the many books on

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the shelves, there’s one on El Dorado. By reading it, the Adventurers can gain a precious Clue on the Treasure: El Dorado has everything he wishes for. Suddenly Morton slams the door open, revealing a gun pointed at Captain Kline’s temple. The situation devolves into chaos and, after a bloody fight, the commodore dies. But just as it seems that it’s all going to turn for the better, Kline calls for the soldiers and turns her weapons on the Adventurers. Up to now, the captain was waiting in a corner, trying not to break cover, but the situation forces her to reveal her hand and true intentions. The Adventurers have no other choice than to surrender or jump out the window, but it’s all for nothing: their ship has already fallen. Taken captives, the Adventurers learn that Kline has been working for the British crown for months. If López hadn’t thrown everything off-course at San Vicente and forced the idiot, Morton, to intervene, she would have already handed the map to the Royal Navy. If the Adventurers question her motives, Kline will let slip a Clue: her younger brother, David, was hanged because of his support to the Republic of Pirates. In her grief, Liv turned her back on the cause and now she thinks the Republic is nothing but a childish dream.

OLEWALE, THE MAROON

Action Guts Knowledge Society Wild Crime

For many years, Olewale was called a slave and forced to work in the plantations near Kingston, experiencing unspeakable atrocities. He managed to escape during an uprising and join the maroon, leading some weaker companions to freedom. From that day, he vowed to put an end to the oppression of his brothers and sisters. Olewale put together a crew of former slaves, and attacked many plantations before falling into an ambush and being captured. Morton wanted to make an example of him and sentenced him to hang. For a good cause, Olewale is willing to join the Adventurers as an Extra on their search for El Dorado. If a player later wants to take on the role of Olewale, they can fill in his Sheet by choosing the Tags Rebel and Action Hero.

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SCENE 1 – INSIDE THE LARGE VEHICLE – EXT/NIGHT The Adventurers are on board the LARGE VEHICLE. They have HALF OF THE MAP and are on their way to the RIVAL’s FORTRESS to get the OTHER HALF OF THE MAP. Somewhere inside the FORTRESS, there is also their FRIEND, kept as a prisoner. This gives the Adventurers a chance to catch two birds with one stone. But to succeed, they first must find a way to get into the FORTRESS without being noticed. The first thing they need to do is get closer to the building without having their LARGE VEHICLE be spotted by the RIVAL’s forces. Against the horizon, the FORTRESS is a dark silhouette under the moonlight. It’s time to plan how to approach without raising flags, but the Adventurers immediately realize this will be a complex maneuver [Ship Challenge]. If they succeed, they’ll manage to approach the FORTRESS without being noticed. If they fail the LARGE VEHICLE will get a bit out of hand and, while remaining out of sight, it will sustain some damage and lose 1 Luck Point. After making their way to the FORTRESS, the Adventurers need to find a hiding place for the LARGE VEHICLE to remain out of sight. It won’t take long to find a hidden nook that’s just what they need, but approaching it silently won’t be easy [Ship Challenge]. Failure will result in the LARGE VEHICLE being spotted by a handful of people from the RIVAL’s forces [CRITICAL Enemy]. Lucky for the Adventurers, those people were clearly slacking off and aren’t ready to fight. They have no firearms on them, and no way to raise the alarm, but they must be taken out quickly or the scuffle will be noticed. After hiding the LARGE VEHICLE and possibly defeating the opponent, the Adventurers must get going.

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SCENE 2 – THE FORTRESS – INT/NIGHT After getting near the FORTRESS, the Adventurers can hide in the vegetation to plan their next steps. Peeking out, they can see the fastest way to enter the FORTRESS is through a large set of double doors. But there’s a problem: a handful of guards stationed there [CRITICAL Enemy]. The Adventurers may choose to fight them head-on, or try to take them out silently. If they opt for the second solution, they’ll have to be very Stealthy [CRITICAL Challenge], and in case of failure they’ll be forced to fight with a Disadvantage. But the main entrance isn’t the only way into the FORTRESS. An Adventurer with enough Observation skills [CRITICAL Challenge] can notice that, on a side wall, there’s an opening several feet above the ground that may take them inside the FORTRESS without being noticed. If the Adventurers choose to take this way in, they’ll have to climb the wall calling on their Scouting skills [CRITICAL Challenge]. If more than half of the Adventurers fail this task, some bricks will come loose from the wall and fall to the ground with some noise. Luckily, that won’t be enough to get the guards’ attention, but the panic of almost giving away their position will leave all Adventurers feeling SCARED. Once they’ve entered the FORTRESS, the Adventurers are confronted with two corridors. Approaching voices come up from one of the corridors. Three guards are walking toward the Adventurers, who need to hide quickly if they don’t want to be spotted [CRITICAL Danger]. As they remain hidden, the Adventurers can hear what the guards say: one of them is complaining about a broken nose. It seems that he took a bad hit by one of the prisoners. Another guard notes that prisoner in particular is a way too stubborn and rebellious. She wants to go down to the prison and give them a good beating. At this, two guards turn back and start making their way to the cells, while the guy with the broken nose goes the other way. Adventurers with good Observational skills [BASIC Challenge] can notice that the third guard has the prison keys secured on his belt…

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SCENE 3 – THE PRISON – INT/NIGHT The Adventurers have a choice here. They can try to follow the guards on their way to the prison, or go after the guy with the broken nose. In the first case, they’ll head straight to the prisons and can easily follow the guards to a staircase going down to the FORTRESS lower floors. At the bottom of the stairs there’s a heavy door leading to the prison cells, and the guards open it with a big key. In order to keep going, the Adventurers will need to pick the lock with a great show of Dexterity [CRITICAL Challenge]. On the other hand, if the Adventurers follow the guard with the broken nose, they’ll end up in a tight, damp corridor. Each step echoes on the walls and they’ll have to proceed with Stealth if they want to remain hidden [BASIC Challenge]. Those who succeed can tail the guard to a small side room. It’s a storage room with all manner of things. The guard gets some medications for his nose and, in doing so, turns his back to the Adventurers. All it takes is a Fight task in the Field of Crime [CRITICAL Challenge] to knock him out quickly and quietly. In the event of failure, however, the fight will be inevitable [BASIC Enemy]. After defeating the guard, the Adventurers can take his key, and then some: in that storage room there are several guard uniforms in plain sight. The Adventurers can use them to disguise themselves and get to the prisons without being noticed. Either thanks to their lock-picking skills, or to a handy set of keys, the Adventurers gain entrance to the prison: a large, damp, and dark room with dozens of prisoners chained to the walls and locked behind heavy iron bars. By speaking to the prisoners, they can easily learn that their FRIEND is not among them and none of them know where they are. Meanwhile, the guards who just entered are insulting the prisoners and mocking them, savoring the beating they’re about to inflict to the troublemaker who broke their friend’s nose. Could that be the FRIEND?

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The only way to know is to follow the guards to another cell, closed off and isolated from the others. But it’s not their FRIEND that looks at them from the other side of the bars: it’s the REBEL, and they seem about to put up a fight against their jailers. When the guards surround them and hold them still to get their way with them, the Adventurers must choose whether to intervene to their aide [2 CRITICAL Enemies]. Being dressed as guards will grant them an Advantage. Alternatively, an Adventurer could choose to quickly put a stop to the fight by freeing the prisoners and incite them to get their revenge on the guards. After saving the REBEL, the Adventurers learn that their FRIEND is kept prisoner in the RIVAL’s quarters in the FORTRESS upper floors. It seems the RIVAL considers their FRIEND far too important a prisoner to be kept with the others. If the prisoners haven’t been freed yet, they’ll start loudly asking the Adventurers to open their cells, even threatening to raise the alarm if they aren’t set free. Leaving RIVAL’s handle. enemy’s

the prisoners chained up and risking they alert the forces could prove more than the Adventurers can However, setting them free is a sure way to get the attention. Which could be a good diversion.

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SCENE 4 – THE STAIRS – INT/NIGHT Leaving the prison behind, the Adventurers are on their way to the RIVAL’s quarters. If they chose not to set the prisoners free, they can even catch a Break before their voices catch the guards’ attention. On the other hand, if they opened the cells and caused a break-out, they won’t have much time before the RIVAL’s forces get to the prison to try to catch the fugitives. But in the second instance, the thanks of the newly liberated prisoners make everyone feel UNTOUCHABLE. Anyway, the Adventurers’ goal is to climb the FORTRESS stairs all the way to the upper-most floor, where the RIVAL’s quarters are located. But first, they have to leave the prison without being noticed. As they cross a hallway to the stairs, they have to proceed with Stealth if they don’t want to be stopped by a large group of guards coming from the other way [CRITICAL Danger]. Once the danger is passed, the Adventurers reach the large stairwell to the upper floors. Here, they can choose to proceed quickly, going all the way up to the last floor, where they find a small landing with a large wooden door. It’s the door to the RIVAL’s quarters. As they approach, the Adventurers must be very Vigilant if they want to hear what’s happening behind the door. If they do, they can notice that a troop of guards is about to make their way down the stairs, and get up against a wall at the last second [CRITICAL Danger]. When the door slams open, a troop of guards armed to the teeth makes their way on the landing and down the stairs [IMPOSSIBLE Enemy]. To avoid being noticed, the Adventurers must be extremely quiet and hold their breath until the last of the guards is gone. This is clearly quite a feat, and they’ll need to be Tough [CRITICAL Danger]. When the last of the guards is on their way down the stairs, the Adventurers can sneak in the RIVAL’s quarters.

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SCENE 5 – THE RIVAL’S QUARTERS – INT/NIGHT Inside the quarters, the Adventurers find a large room with elegant furniture and full bookcases with several instruments and collectibles from allover the globe. The room seems empty. There’s no sign of the RIVAL, much less their FRIEND. Finally. Time to catch a Break. Looking around, the Adventurers can notice that on one side of the room there are two large tables covered in maps, compasses, and rulers. Hidden among the papers or in a drawer there’s the OTHER HALF OF THE MAP. An Adventurer with both pieces can finally use them to draw the course to the TREASURE [CRITICAL Challenge]. On top of that, if they browse through the books in the room, Adventurers of Culture [CRITICAL Challenge] can also find a Clue on the TREASURE. As soon as an Adventurer fails on a task, or when they’ve found everything in the room, a small door at the back of the room gets kicked open. The RIVAL makes their entrance with the FRIEND held hostage at gunpoint. They hiss threateningly toward the Adventurers: RIVAL Surrender or your FRIEND dies… An Adventurer with a gun and a lot of Cool [CRITICAL Challenge] can try to shoot the pistol out of the RIVAL’s hand. If they succeed, the FRIEND is free to drop to the ground, safe. If they fail, the RIVAL will have the time to shoot at the Adventurer in reply, leaving them BLEEDING. Either way, the RIVAL will draw their weapons and attack with fury. The Adventurers can choose to face the RIVAL in a Duel or Brawl, knowing that they are a fierce enemy [EXTREME Enemy].

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SCENE 6 – THE ALARM – EXT/NIGHT After defeating the RIVAL, the Adventurers are finally reunited with their FRIEND. If nobody found it before the fight, an Adventurer can easily get their hands on the OTHER HALF OF THE MAP. But just as everything seems to turn out for the best and the mission seems a complete success, the world turns upside down. In comes the TRUE RIVAL. Without waisting time, they call for the guards, who come swarming in the room [IMPOSSIBLE Enemy]. There’s far too many of them, and they far outmatch the Adventurers: there’s no chance to win a fight. But the TRUE RIVAL doesn’t want to kill the Adventurers. They extend a hand, signaling the Adventurers to hand up what they really want. TRUE RIVAL Give me the map and nothing will happen to you… If the Adventurers choose to surrender, the TRUE RIVAL keeps their word and has them hauled away as prisoners. Alternatively, the only way out for the Adventurers is an open window. Those who try to take the leap and use Stunt to get to safety will have to deal with both the fall and the ruthless bullets of the guards [2 CRITICAL Dangers, anyone who doesn’t roll at least a CRITICAL Success will feel BLEEDING]. As the Adventurers break through the window and bullets whiz through the air near their ears, they hear the TRUE RIVAL shouting further and further away behind them. But as soon as they land, they realize that they’re not out of trouble yet. A troop of armed guards runs to their position [2 CRITICAL Enemies]. Adventurers who face Certain Death in this Scene, will instead feel A WRECK and be taken prisoners by the TRUE RIVAL.

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SCENE 7 – OUTSIDE THE FORTRESS – EXT/NIGHT If the Adventurers manage to defeat the guards, they have a clear path to run to the LARGE VEHICLE as if their lives depended on it. They must get away quickly, if they don’t want to be caught by the enemy forces. But after a breakneck escape to the place where they left their vehicle, they will be confronted with a chilling sight. If they chose not to free the prisoners, they will hear a crackling and see dancing lights on their left: the TRUE RIVAL already found the LARGE VEHICLE and their men set fire to it. If they chose to free the prisoners, the LARGE VEHICLE is no longer where they left it because the runaways took it and are taking it into a hopeless fight against the TRUE RIVAL’s forces. It’s being literally torn apart. Either way, the Adventurers have no way out. Voices behind them forecast the impending arrival of the TRUE RIVAL’s guards. The Adventurers are forced to surrender. However, if they made it all the way here, they have deserved a Luck Coin. They can choose who is the Adventurer who deserves the Luck Coin more and give it to them. After capturing the Adventurers and regaining control of the FORTRESS, the TRUE RIVAL has won by a landslide. As the guards shackle the Adventurers, the TRUE RIVAL feels so confident, they even reveal their plans to them. An Adventurer with a gift for Eloquence or a strong Leadership [CRITICAL Challenge] may ask the TRUE RIVAL what are their motivations in this. If they succeed, they gain a Clue on the TRUE RIVAL before being led away in chains with the others. End of the Episode.

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Episode 4

On the High Seas In Episode 4 “On the High Seas”, the Adventurers are held captive by the Rival because they have a piece of information, which makes them too precious to kill. Their escape is made even more difficult when the ship where they are kept prisoners is boarded by pirates and swept over by a storm. In order to play this Episode, you’ll need to know: Era: When the story happens. Information: A secret, a piece of knowledge or information crucial for both the Adventurers and the Rival. Rival: A shady individual that wants to find the Treasure for the worst possible reason. They have the means and the will to put up roadblocks on the Adventurers’ path. Ship: A great vehicle traveling by sea. It has large rooms articulated over several levels. In your Adventure this can also be adapted as a vehicle traveling on land or in the sky. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for. Pirate Ship: A grave danger that can strike down, board, or pillage the Ship. Pirates: Outlaws who recognize no authorities and only act for their personal gain. They’re hostile to both Rival and Adventurers.

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TIME AND WEALTH During this Episode the Adventurers might lose Wealth Points or Hours on the Doomsday Clock. If you are playing this Episode as part of a Season, you can use the Logbook to keep track of these assets. If, on the other hand, you are playing this Episode as a stand-alone, you can ignore Time and Wealth as a resource. Just consider that, during Scene 4, if the Adventurers fall overboard because of the Storm, the impact with the waters will leave them A Wreck. Finally, during Scene 4, if the Adventurers fall overboard because of the Storm, the impact with the waves will leave them A Wreck.

PLAYING EPISODE 4 WITHIN A SEASON If you choose to play Episode 4 within a Season, the Information the Adventurers have is the location of a Treasure, which they learned in the previous Episode. Alternatively, if the Rival already has everything they need to find the Treasure, they are still begrudgingly in need of the Adventurers’ help because, to their utmost frustration, they are unable to decode the map on their own.

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Ship or no Ship Tis Episode takes place aboard a ship, a classic vehicle of adventure which can easily pop up in any age or situation. However, if you really hate the idea of using a ship in your Season, you can always choose to exchange it for a great plane, an airship, or even a train. Just remember to choose a vehicle which can be attacked and boarded by a similar vehicle, and later employed to chase it down.

Episode 4

The Curse of El Dorado CONTEXT TO “ON THE HIGH SEAS” Information: The course to El Dorado Ship: The warship Lionheart Pirate Ship: The Scorpion, a corvette Pirates: Barron Row’s crew Either the Adventurers finally pieced together the course to El Dorado, or they’re the only ones who can. For this reason, Captain Kline keeps them prisoners in the belly of the Lionheart, a huge warship of the Royal Navy. As Kline is interrogating her former mates, she appears very different. She’s dressed in dark, elegant clothes, well suited for her new profession of privateer, but she also has a set of tabs on her shoulders, indicating she took on the commodore role after Morton’s death. It’s pretty clear that the sailors don’t have a good opinion of her, but they’re far too scared to say anything. After the Adventurers reach the main deck of the Lionheart, they’re distracted by the lookout, who raises the alarm for an imminent pirate attack. Before being hit by the first broadside, they might spot a large red flag with a smiling skull with a drop of blood on its left and a cutlass on its right. The British warship is under attack by the Scorpion, a quick dark corvette commanded by the infamous pirate captain Barron Row.

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Row is a dark skinned man from Jamaica, who sways from side to side as he walks. Well over six feet in height, he is armed with a heavy cutlass with a broken tip, the large blade almost reminiscent of a butcher’s cleaver. Anyone who as heard of him knows that he is dangerous and has a very short fuse. Afterall, no quiet and rational individual could ever come up with a plan to attack a sea beast like the Lionheart with nothing but a crew of crooks and the element of surprise. Once they have taken over a ship and found a way out, the Adventurers are surprised by a huge tropical storm, which leaves them spent but finally at a safe distance from their pursuers. Either safe or shipwrecked, when the Adventurers come on the other side of the storm, they are exactly in front of the archipelago represented on the map. One of those islands hides El Dorado.

LIONHEART The warship Lionheart is both Sturdy and Powerful. Its large figurehead represents a winged lion and the sides are richly decorated with intricate carvings. The cabins are furnished with all commodities, curtesy of the Morton family in occasion of their son’s promotion to commodore. And now it all belongs to privateer Kline. Pride and flagship of the Royal Navy, the Lionheart has no rivals in battle but requires a crew of several dozens well-trained soldiers to be properly manned. As such, it is both an extremely majestic and awfully costly vehicle. If, during the storm, the Lionheart goes Out of Commission, the Adventurers will lose control of it and fly overboard, but the sink won’t sink. Instead, it will be found and retrieved by its crew. Just like a Rival, Kline’s ship can’t be really destroyed unless it’s during a Season Finale.

Ship Lionheart

Name

Luck

Warship

Model

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Fast Powerful Sturdy

SCENE 1 – PRISON DECK – INT/DAY The Adventurers are on board a SHIP, being held prisoners by the RIVAL who wants them to give up the INFORMATION that could lead to the TREASURE. Each of the Adventurers is kept in a separate cell, with no freedom of movement. Thick handcuffs chain their wrists to heavy iron rings fixed at the walls. Adventurers with great Dexterity may try to pick the handcuff lock and get their hands free [EXTREME Challenge]. If they’re also sufficiently Vigilant [CRITICAL Challenge] they can hear the wind pick up and the rumbling of distant thunder. A storm is clearly coming. After an Adventurer tries to get their hands free, the door to the prison deck slams open and in comes the RIVAL with their guards. RIVAL Listen carefully! The only reason all of you are still alive is because you have something I want: the INFORMATION! So spit it out, and I’ll let you go… After this offer, if any of the Adventurers gives a cocky or aggressive answer, the RIVAL won’t hesitate to shoot them in the leg, ensuring they feel BLEEDING. If nobody speaks up, the RIVAL will order their crooks to aim a rifle at the head of one of the Adventurers and threatens the others. If they don’t give up the INFORMATION, their friend will die. Adventurers who know the INFORMATION can choose to remain quiet, but they’ll need to try very hard to keep their cool [IMPOSSIBLE Challenge] and bite their tongue while one of their friends is facing Certain Death. Whether by choice or by force, an Adventurer who ends up speaking can choose whether to tell the truth or lie. But to lie with any credibility, they’ll need to be very Eloquent [CRITICAL Challenge]. If they succeed, the RIVAL appears to believe them, otherwise, they’ll order a guard to hit them with the butt of the gun, causing them to feel BROKEN. Then they ask the question another time. Once again, the Adventurer can choose whether to tell the truth or keep lying. Anyway, the RIVAL doesn’t trust them and, with voice full of mistrust, tells them they’ll verify that information before they choose what to do.

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After the RIVAL goes away, the Adventurers are left with only two guards on duty. It’s easy to imagine the RIVAL won’t take long to verify the information they’ve been given and come back to either torture or kill them. But since they are away, the Adventurers have a chance to escape. If one of the Adventurers previously managed to get their hands free, they can try to take the initiative. The guards are walking up and down the tight corridor in-between the cells. The Adventurer could try to jump one of them with a Fight roll in the Field of Crime [CRITICAL Challenge]. With a success, the Adventurer catches the guard’s arm and quickly takes their weapon, stalling the other one as well. Now that the situation is in their control, it only takes a touch of Leadership [BASIC Challenge] to persuade the guards to open the door. Alternatively, an Adventurer who got their hands free can wait for the best moment to use their Dexterity to pick the keys out of the guard’s pocket as they walk in front of the cell [CRITICAL Challenge]. If they succeed, they’ll just need to wait a couple minutes before the guards step away, giving them time to open up the cells. However, if they fail, the jailer will notice what’s going on and will glare coldly at the Adventurer, making them feel SCARED. Then they start talking to the Adventurer, asking them if they’ve met before. But after a couple of sentences back and forth they lose interest. Finally, if all the Adventurers are still handcuffed, they can try to lure one of the guards in the cell, either faking an illness or coming up with another lie, but they’ll need a good dose of Leadership, Eloquence, or Charm to swindle them [CRITICAL Challenge]. If they succeed, after the guards come into the cell, the Adventurers can try to take them out in a Fight [CRITICAL Challenge], but they’ll be at a Disadvantage because of their handcuffs. If they fail, the guards will both have time to react [CRITICAL Enemy]. Anyway, once the Adventurers have defeated the guards, they can take their weapons and use their clothes to disguise themselves.

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SCENE 2 – MAIN DECK – INT/DAY Going up a steep set of steps, the Adventurers arrive beneath the main deck. The space is filled with barrels and crates. Outside, they hear the RIVAL’s forces shouting orders back and forth. The SHIP is crawling with enemies and taking them all on to try and seize control clearly seems like a suicide mission [IMPOSSIBLE Enemy]. The only hope for the Adventurers is to climb inside a lifeboat and get away without being spotted. But to do this, they’ll have to cross the SHIP, get to another set of stairs at the bow, and go up to the main deck. There, amid a crowd of uniformed enemies and cannons, they could reach a lifeboat. To not be spotted by the RIVAL’s forces, the Adventurers will need to use a good dose of Stealth [CRITICAL Challenge]. Alternatively, if at least one of them is dressed like a guard, they can easily walk the others without raising suspicion. But as soon as they get one step away from the stairs, another nosy guard will pop up with annoying questions. To get rid of them, the disguised Adventurer will need to call upon their Eloquence or Leadership [CRITICAL Challenge]. They can even gain an Advantage by dropping the RIVAL’s name. With a success and a sigh of relief, the adventurers can get to the main deck. But if they fail, the guard will grow suspicious and they will start a fight [CRITICAL Enemy]. Luckily, the small room before the stairs is pretty out of sight and the Adventurers can get rid of the enemy without raising suspicions. After making their way to the main deck of the SHIP, the Adventurers finally see the light of the sun and, blinking to adjust, see the lifeboats they were searching. To reach the lifeboats without being seen, however, they must use Alert [CRITICAL Challenge]. If an Adventurer fails the roll, they’ll be spotted by an enemy official who quickly gathers a group of soldiers and marches toward them. Faced with the danger of going back to the cell they can’t help but feel SCARED. After walking about half-way to the lifeboats, just a moment before the RIVAL’s soldiers reach them, a loud noise stops both Adventurers and enemies in their tracks. It’s an alarm, sounding loud and clear over all the SHIP.

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SCENE 3 – THE ATTACK – EXT/DAY A lookout is shouting at the top of their lungs: Pirates! The Adventurers immediately turn their eyes in the direction the lookout has pointed. There, they see a PIRATE SHIP getting closer. The RIVAL’s soldier head to look out the larboard side. It’s the perfect occasion to get away on a lifeboat. But a deafening blast immediately covers the sailors’ voices. The PIRATE SHIP has opened fire with its cannons. While the Adventurers run to the lifeboats, the cannonballs reach the SHIP. The impact is enough to make the whole vessel lurch, and the Adventurers need pull a Stunt to avoid flying overboard [CRITICAL Danger]. Afterwards, the Adventurers can keep going, but their plan comes to an abrupt stop when they realize that the cannonballs destroyed the lifeboats. Their only hope of survival is taking control of one of the ships. Meanwhile, a second broadside is about to hit the SHIP [2 CRITICAL Dangers]. But the second attack could be dodged outright if, in the general confusion, the Adventurers grab a hold of the wheel and try to get the SHIP out of the line of fire [Ship Danger]. If the Adventurers end up in control of the SHIP, they can engage the PIRATE SHIP in Naval Combat. Otherwise, they can let the PIRATES come closer, so they can start boarding the SHIP and distract the RIVAL’s forces from them. An Adventurer with the Ships Expertise, or anyone who successfully passes a Drive roll in the Field of Knowledge [BASIC Challenge] will know right away that the PIRATE SHIP is by far smaller than the RIVAL’s, so even a small crew could sail it successfully. If the Adventurers tried to take control of the RIVAL’s SHIP and sail it in a Chase or Storm, they’d suffer a Disadvantage in all their Crew Actions. If the Adventurers haven’t taken the wheel of the SHIP, the second broadside will be a direct hit. Over the crash of the cannonballs, they begin to hear the voices of the PIRATES. It’s a boarding. Some PIRATES will land directly in front of the Adventurers, ready to fight [2 CRITICAL Enemies]. After defeating them, the Adventurers can notice that the PIRATE SHIP is almost empty. Dodging both fights and bullets [CRITICAL Danger] they can try to jump on board and seize it. Once on board, the Adventurers must defeat the few PIRATES who haven’t boarded the other SHIP [3 BASIC Enemies]. Then they are finally in control of the PIRATE SHIP, they can get away and leave the RIVAL and the PIRATES to battle each-other.

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SCENE 4 – THE STORM – EXT/NIGHT After taking control of a ship, the Adventurers can sail away toward the TREASURE and take a well-deserved Break. If the Adventurers are on the PIRATE SHIP and the RIVAL’s SHIP hasn’t been destroyed or sent Out of Commission, they’ll soon hear the war cries behind them turn to rage as both the RIVAL and the PIRATE join forces and start to chase the Adventurers. To be definitely out of danger, they’ll need to outrun their opponents in a Chase. If they fail, there will be no way to avoid Naval Combat with their enemies. Once they’ve won the Chase or dealt with the firs onslaught of the enemy ship, all hostilities will be cut short by a catastrophic event. As clouds gather and darken, the wind starts to howl, raging against the vessel the Adventurers are on. Rain starts pelting down, hitting the Adventurers’ faces, and the distant thunder isn’t all that far anymore. The sudden flash of lighting almost blinds everyone for a scary moment. The Adventurers are smack in the middle of a true Storm, hitting their ship with the angry force of the sky. The only silver lining here is that both the PIRATES and the RIVAL are dealing with the same weather, leaving them no time to further harass the Adventurers. The Storm rages on their ship for 5 consecutive rounds, and the Adventurers have to work hard to survive its fury. If the Storm sends their ship Out of Commission, the Adventurers are thrown overboard in the freezing ocean water. This causes them to lose all of their items, all of their Wealth Points, and to top it off, it forces them to fill in 1 Hour on the Doomsday Clock. Also, the Adventurers will get thrown underwater so suddenly they won’t have time to catch a breath, and they’ll need to prove very Tough [CRITICAL Challenge] to avoid losing 3 Air Points.

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As if that wasn’t enough, the sea grows rough with the Storm, and huge waves keep pushing the Adventurers underwater without reprieve. They’ll need to call on all their Survival skills [CRITICAL Challenge] to avoid being overcome by the waves and losing all sense of direction, ultimately losing track of the surface. After finding their bearings, the Adventurers realize the surface is far above them, and they’ll have to swim fast if they want to avoid drowning. To do this, they’ll need to grit their teeth and call on their Scouting skills [CRITICAL Challenge]. When the Adventurers are finally a few feet below the moving surface of the waves, their strengths begin to fail. One last push, one last kick, they must be Tough to get through those last strokes and break the surface, breathing sweet air [CRITICAL Challenge]. But apparently that was really the last effort. After dealing with this final challenge, the weather seems to get clearer. Regardless of if the Adventurers fell underwater and faced the waves head-on or if they’ve managed to brave the storm and get to the other side with their ship – mostly – in one piece, nature seems satisfied. The wind dies down, slowly, the rain falls to a drizzle, the sea gets calmer and calmer, and the clouds clear out, opening up to a clear sky, with the moon shining on the waves and… something else there, in the distance. It’s dry land! Even better, now that they look at it carefully, according to the information they have, this is the place they wanted to reach: the TREASURE is here. End of the Episode.

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Episode 5

Treasure Island In Episode 5 “Treasure Island”, the Adventurers are lost in a wild place, just a stone throw away from their coveted Treasure. After fighting the free people and their traps, the Adventurers finally reach an ancient temple, the hiding place of a terrible secret. In order to play this Episode, you’ll need to know: Era: When the story happens. Wild Place: The heart of the Amazonian forest, the snowy peaks of Nepal, the Sahara Desert. Any hard to reach and explore location filled with dangers is good enough! Free People: A group of people sharing the same cult, creed, or ideal. They don’t abide by common authorities and won’t bow to their power. Golden Weapon: A ritual or traditional artifact sculpted in the shape of a weapon and completely made of gold. Terrible Secret: A chilling discovery on the Treasure or its nature, which leads the Adventurers to rethink their action and goals. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for. Temple: A large building from a distant past. Whoever built it scattered traps and riddles at every corner to stop intruders from entering, or leaving alive. Riddle: A riddle the Adventurers need to solve in order to open a door, avoid a trap, or going on with their Adventure. Guardian: A person or creature, either natural or supernatural, sworn to protect a place or an item.

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TIME During this Episode the Adventurers might lose an Hour on the Doomsday Clock. If you are playing this Episode as part of a Season, you can use the Logbook to keep track of this asset. If, on the other hand, you are playing it as a stand-alone Episode, you can ignore Time as a resource.

PLAYING EPISODE 5 WITHIN A SEASON If you choose to play Episode 5 within a Season, you may need to change the first Scene to tie it in with the previous Episode. The Adventurers may still have all of their gear on them, or they may need to rest in a Safe Place before continuing. Grant the Adventurers the time they need to eat and assess the situation before the final act begins. If you need, feel free to divide this Episode in two sessions.

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The Riddle To gain entrance to the temple, the Adventurers must solve a riddle you won’t find in this Episode’s script. You’ll need to come up with one depending on your context. If you’re short on ideas, you can take inspiration from the one you can read later, within the context of “The Curse of El Dorado”. Alternatively, you could also swap in a Critical Tough Challenge to bash the door in, or a Critical Dexterity Challenge to pick the lock.

Episode 5

The Curse of El Dorado CONTEXT TO “ON THE HIGH SEAS” Wild Place: A tropical island Free People: A community of natives from South America Golden Weapon: Golden Macuahuitl Terrible Secret: El Dorado is a child Temple: The Golden Temple Riddle: The king’s wish Guardian: A giant crocodile After barely surviving the storm that pulled them away from Privateer Kline and Captain Row, the Adventurers awake with their faces pressed on the white sands of a tropical beach. They’re still drenched and broken. Separated from each other, they can all see a shipwreck on the coast: that’s an easy enough landmark everyone can use to meet up. On that paradise beach basked in sunrise, the gentle waves come to shore with a murmur, bringing planks and rubble from a ship. If it weren’t for that hard evidence, it would be hard to reconcile the current landscape with the hellish storm that almost took their lives in the night. A stone toss away from the water, a wall of tropical trees blocks the view. From then on, the vegetation is so thick that the Adventurers could easily lose one another behind huge green leaves. The course to El Dorado lead them exactly to this island, and from this point forward, the Adventurers have to work hard to find the Treasure before Kline finds them.

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After spending a couple hours lost in the vegetation, surrounded by silence and an unchanging background, the Adventurers stumble into an apparently hand-made but well-crafted trap. It’s a simple taut rope hidden in the foliage. If the Adventurers pull on the rope, a thorned log tied to the tree above them starts to swing back and forth. As it wooshes by, inches before the Adventurers’ faces, this deadly trap brings both good news and bad news: they are en route for the Treasure, but someone is clearly trying to stop them from reaching it. After traveling a forest full of traps, the Adventurers begin climbing to the higher parts of the island. Here, the vegetation begins to thin out, leaving room to pale, jagged rocks. Suddenly, the Adventurers are ambushed by a group of natives with spears. They are the people tasked with guarding El Dorado. Their hair are either long or shaved, their faces covered in white or red tribal marks. They appear lean and hardened by nature and sun, and all exposed skin is covered in white lime, the perfect camouflage for their surroundings. After the fight, if the natives are defeated, they’ll run back to raise the alarm and force the Adventurers to flee. Alternatively, the defeated Adventurers will be led back to a pit and thrown in with a hungry jaguar. Once they reach the golden temple, the Adventurers will come face to face with a heavy stone door without hinges or key. On the left, there’s some sort of handle, a small lever that could conceivably open the door, but doesn’t seem to work right now. Lodged in the stone door there’s a rough statue of a man with a crown on his head and the cupped hands extended toward the Adventurers, as if it was expecting a gift: that is clearly El Dorado. The statue has a heavy sphere of black rock in its cupped hands. Close by, there’s an inscription that says “Grant the king’s wish”. Scattered around the door, the Adventurers find several stone items: a crown, a stick, a sword, a shield, a sun, and a heart. In order to gain entry at the golden temple, the Adventurers need to place the correct item in El Dorado’s hands and then pull the lever. But they must be quick if they don’t want to be found.

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The solution to the riddle is that El Dorado wishes for nothing, as such, the cupped hands must be emptied before the Adventurers pull the lever. Then, the stone door will lurch open, leading the Adventurers inside the temple, and closing between them and their pursuers. If the Adventurers found the Clue in Episode 3, they can remember that “El Dorado has everything he wishes for” and use that information to help solve the riddle. Inside the temple, the Adventurers are met with deafening silence, the entrance leads to a gloomy hall, barely lit by the dwindling flames of burning torches. In the middle of the room there’s a stone altar with an inscription on the side. On top of it, supported by a simple iron stand, stands a beautiful macuahuitl of solid gold, a ceremonial sword with a jagged blade. As soon as an Adventurer picks up the weapon, the iron stand springs upward, and a door opens on the opposite wall. Beyond it, just a damp hall. In the second hall of the temple there’s a large set of golden scales tipped to one side. In the central pillar of the scales there’s a wide scabbard made to host the strange blade of the macuahuitl. Its golden sides are so polished, they could act as a mirror.

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Once they’ve passed the second hall, the Adventurers enter in a third space. This one looks less like a temple hall and more like a natural domed cave completely dark, with the exception of a single ray of sunlight coming from the ceiling. All around them, the walls are studded with small, hard gems that refract and multiply the light. Hidden in the darkness there’s a door surmounted by a black moon carved out of a dark gem similar to amethyst. If the light is directed on it, the moon gem will shatter and the door will open. The final trial for the Adventurers lies in a gloomy, flooded cave paved with patches of dark ashes, mud, and liquid. The only way out is a door surmounted by a sun symbol. The key to that door is a sun artfully carved in gold, and it is hanging at the neck of a large, fat crocodile with scales as dark as night and covered in fine gold dust. The beast is a monster worthy of the worst nightmares and attacks anyone who comes close. The last hall in the temple is a peaceful cave. A twilight place filled with flowers, their petals covering both the floor and the surface of an underground lake with dabs of blue, yellow, and pink. In the back of the room sits El Dorado, a golden man lit by a white glow that creates a dreamy atmosphere. But when El Dorado opens his eyes and speaks with honeyed voice to the Adventurers words in a language they don’t understand… that’s when they begin to realize that the Treasure they worked so hard for isn’t a statue, but a real child of flesh and blood.

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SCENE 1 – ARRIVING IN THE WILD PLACE – EXT/DAY When the Adventurers open their eyes, they’re lost in a WILD PLACE, isolated from the others. Their clothes and gear are in pretty bad conditions, a physical reminder of the fury of the storm that led them there, lost or shipwrecked. The silhouette of their VEHICLE is visible in the distance: it’s clearly destroyed and Out of Commission. The good news is that there, deeper in the WILD PLACE, lies the hiding place of their coveted TREASURE. The easiest way to find the others is to walk to the wreck of the VEHICLE, as they constitute a clearly visible landmark. Along the way, Adventurers with good Observation skills [CRITICAL Challenge] may find a useful item among the wreckage. Additionally, Adventurer with good Survival training [CRITICAL Challenge] can use pieces of the VEHICLE and something else they find in nature to build a rudimentary weapon. Failure in either of these rolls will result in the Adventurer lagging behind, straying from the safe path, or moving something best left alone and catching the attention of hungry beasts [2 BASIC Enemies]. When all Adventurers have found their way to the VEHICLE or defeated the animals, they can finally reconvene and hug again before setting off on their way to the TREASURE. Their Adventure is coming to a close.

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SCENE 2 – WILD PLACE – EXT/DAY After setting off into the WILD PLACE, the Adventurers have to open up their way in the lush vegetation. The leaves are thick and large, visibility is low, but their path seems safe enough, especially, it seems very quiet. The steps of the Adventurers is the only sound, and it almost resounds in the eerie silence. Which proves useful when the first Adventurer in line sets foot on the trigger of some rudimentary trap, activating it suddenly. Wooden boards rife with thorns come hurling toward the Adventurers, who need to jump out of the way with a Stunt [CRITICAL Danger]. If the second Adventurer, in line behind the one who steps on the trigger, has their eyes peels and is Vigilant [CRITICAL Challenge], they can notice the click of the trigger and warn the others of the danger, granting themselves and all those behind them an Advantage. This trap alerts the Adventurers to new dangers, inspiring new caution. What else could happen next? However, thinking about it, this also means that they are right on track. Only someone trying to protect the TREASURE could think of building traps here. Adventurers with who are Tech savvy enough [CRITICAL Challenge] can analyze the trap to realize it wasn’t built long ago. This means that the WILD PLACE is inhabited and there will probably be more traps ahead. The Adventurers will then need to proceed with Stealth and caution [BASIC Challenge] to avoid setting them off. If one of them fails on the roll, they set foot in the wrong place and all members of the group will need to dodge a row of spikes [CRITICAL Danger].

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SCENE 3 – THE FREE PEOPLE – EXT/DAY After passing the stretch of land with the scattered traps, the Adventurers finally emerge in an area of the WILD PLACE where the vegetation is less dense. The silence continues unbroken, but Adventurers with good Observation skills [CRITICAL Challenge] can notice the grass in front of them was walked on not too long ago. In the corner of their eye, they catch something gleaming threateningly amid the vegetation. Not too far, a group of armed FREE PEOPLE is hiding to ambush the Adventurers [3 CRITICAL Enemies]. If an Adventurer noticed them in time, their group will gain an Advantage to the next action. Otherwise, the FREE PEOPLE seem to appear out of thin out and all Adventurers suffer a Disadvantage. The FREE PEOPLE speak a strange language, but their posture makes it clear that the Adventurers’ presence makes them worried. After surrounding the Adventurers, they point their weapons at them. If the Adventurers try to speak with the FREE PEOPLE, provided they speak their language, they quickly realize it’s no good. Regardless of how much the Adventurers try to explain they don’t have bad intention, the FREE PEOPLE don’t believe them and refuse to talk with them, keeping their weapons raised so long as the Adventurers don’t lower their own. Here, the Adventurers can choose whether to fight or surrender. If they surrender, the FREE PEOPLE will take their weapons and tie their hands with ropes. After being taken prisoners, the Adventurers will be led on a long, rutty path and to a deep, wide ditch. Terrifying roars come from within the ditch. As they get close enough to peek on the inside, the Adventurers can see a large, angry and hungry predator eager to be fed.

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The FREE PEOPLE throw the Adventurers in the ditch and walk away, abandoning them to their fate.After falling inside the ditch, the Adventurers are immediately attacked [2 CRITICAL Enemies, anyone who doesn’t roll at least a CRITICAL Success will feel BLEEDING]. To make the situation even worse,the Adventurers suffer a Disadvantage because their hands are tied. If an Adventurer chooses to fight the predator one on one in a Duel [CRITICAL Enemy], they can distract it from the others, who can attempt to climb out of the ditch. To do this, the Adventurers must call on their Scouting skills to be able to find locate the best handholds on the walls [BASIC Challenge]. After defeating the FREE PEOPLE or escaping the ditch, the Adventurers have time to get away before other enemies come. Running through the vegetation to escape their pursuers, they find a path that leads them to a large door. They’ve reached the majestic entrance of an ancient TEMPLE. There’s no time to think, whether the TREASURE lies behind that door or not, the angry shouts of other FREE PEOPLE are getting closer and that door is the only thing that can save them. Looking for a way to open the door, the Adventurers realize there are no handles or keyholes. Partially hidden by some leaves, the only thing on the door appears to be an inscription. It’s a RIDDLE, solving it will open the doors to the TEMPLE. If the Adventurers fail to solve the RIDDLE, a small group of FREE PEOPLE reaches them and they need to fight [CRITICAL Enemy]. After defeating their pursuers, the Adventurers can try again.

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SCENE 4 – THE TEMPLE – INT/DAY The inside of the TEMPLE is dark and oppressing, but the heavy door keeps the enemies at bay and the Adventurers finally catch a Break. In front of them there’s a long corridor. Walking further, the Adventurers reach a small hall with a pedestal in the center. Set over it, there’s a GOLDEN WEAPON. On the pedestal there’s the inscription of a Clue, but only Adventurers who know the Culture [CRITICAL Challenge] will be able to translate it correctly. CLUE Prove to be worthy of the TREASURE Take this weapon that once belonged to a hero  Who brought Balance through Peace Who looked beyond Light to defeat Darkness Who did not surrender to the greatest Enemy In case of failure, an Adventurer will misinterpret the last line and translate it as “Who did surrender to the greatest Enemy”. When an Adventurer takes the GOLDEN WEAPON a second door opens on another corridor. At the end of the corridors, they come into a round, twilight hall with tall ceilings. In the center of the room there’s a golden set of scales tipped to one side. The higher plate appears empty, on the lower one a set of gold ingot are fused to the plate. If an Adventurer places the GOLDEN WEAPON on the higher plate, they make a mistake. The scales wobble, but the plates are still out of balance, and this activates a trap. Fire spews out of the walls and the Adventurers are at risk of getting burnt [CRITICAL Danger]. In order to proceed, the Adventurers must correctly interpret the Clue and bring Balance through Peace. This means they first must sheathe the GOLDEN WEAPON and only then place it on the scales. The scabbard of the GOLDEN WEAPON is right in front of them, placed in the central pillar of the scales, but only someone who is looking for it or taking a closer look at the scales can notice it, and only if they have enough Observational skills [CRITICAL Challenge]. Then, the Adventurers will need to be delicate and use Dexterity [CRITICAL Challenge] to take the scabbard without triggering the trap. After placing the GOLDEN WEAPON on the scales to symbolize peace, the balance will be restored and a door leading deeper into the TEMPLE will open. The Adventurers can take the GOLDEN WEAPON and proceed.

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The next room is completely obscure. So dark, the Adventurers can’t see each other. In the ceiling there’s only a small, circular hole that lets a ray of white light into the darkness. Thin as a blade of grass, all the way to the floor. After entering, the door closes behind the Adventurers. Using the GOLDEN WEAPON to refract the light or taking any other light source, an Adventurer will notice the walls are covered in mirrors and crystals that reflect light back and forth, concentrating it to an intolerable brightness [CRITICAL Danger, anyone who doesn’t roll at least a BASIC Success will feel BLINDED]. Breaking all the gems and mirrors is useless, and if the Adventurers try this path, they’ll lose an hour without gaining anything. Only by understanding the Clue and looking beyond Light can the Adventurers understand that they can use the GOLDEN WEAPON to reflect the light, or they can use it to look at the room in the reflection on its polished surface. So, using the GOLDEN WEAPON as a mirror and focusing on it, an Adventurer can avoid being blinded by the refracting light enough to look at the room reflected on it. This way, they may notice a stone as black as night over a great door and, by pointing the refracted light over it, use the light to defeat Darkness. When they do this, the dark stone breaks and opens the way out. After passing the second test, the Adventurers finally gain entrance into a small room with the floor covered in mud or ash. At the other end, there’s a room clearly locked with a key. Feeling movement behind them, the Adventurers turn to find the GUARDIAN [EXTREME Enemy] who wears the key on their neck. To open the final door, the Adventurers must defeat the GUARDIAN or take the key with a great show of Dexterity [EXTREME Danger]. If an Adventurer misinterpreted the Clue and suggests to the others to put down their weapons, the GUARDIAN will show no mercy and the Adventurers will suffer a Disadvantage during the first round of Brawl. After opening the final door, the Adventurers reach the heart of the TEMPLE. The TREASURE within easy reach in front of them. There are no other traps on their way, but a final surprise… the TREASURE hides a TERRIBLE SECRET. End of the Episode.

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Episode 6 The Showdown

In Episode 6 “The Showdown”, the Adventurers are about to grab hold of the Treasure when the Rival swoops in to steal it from under their noses and runs, leaving them to rot in a Temple. The only hope for the Adventurers is facing all the challenges of the wild place to chase the Rival. In order to play this Episode, you’ll need to know: Era: When the story happens. Rival: A shady individual that wants to find the Treasure for the worst possible reason. They have the means and the will to put up roadblocks on the Adventurers’ path. Large Vehicle: A ship, a train, a convoy, or some other largescale vehicle. Treasure: The be-all and end-all of the Adventure. All the Adventurers are seeking it and, although they won’t find it in this Episode, it’s best to know what they’re looking for. Temple: A large building from a distant past. Whoever built it scattered traps and riddles at every corner to stop intruders from entering, or leaving alive. Free People: A group of people sharing the same cult, creed, or ideal. They don’t abide by common authorities and won’t bow to their power. Wild Place: The heart of the Amazonian forest, the snowy peaks of Nepal, the Sahara Desert. Any hard to reach and explore location filled with dangers is good enough! The Rival’s Vehicle: A large vehicle owned by the Rival. It’s full of fierce enemies and heavy artillery. Dramatic Location: The edge of a ravine, the roof of a burning building, the balcony around a lighthouse during a storm. Any sufficiently unstable and striking location which would be an epic background for a duel. Just Reward: Gold, gems, hard cash. Anything of considerable value, although only economic, can be considered a just reward.

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PLAYING EPISODE 6 WITHIN A SEASON If you are playing Episode 6 within a Season, remember that this is the Season Finale. Before playing, the Adventurers have the right to see their Skills and Expertises grow as appropriate. Additionally, since this is a Season Finale, you’ll need to take your time to experience it to its fullest, depending on the circumstances you might need to divide it into two parts. As usual, an Adventurer who faced Certain Death in previous Episodes may come back in a Season Finale. For example, if they were captured by the Rival, they finally manage to escape or have stolen a uniform to blend in with the rest of the Rival’s goons in hope of rejoining the team. Alternatively, the free people might have saved them, so now they are already acquainted and the Adventurers will find their fallen comrade fighting with the free people outside the temple.

It’s 12 o’clock The Episode begins with the Adventurers taken by surprise by the Rival, who followed them in. They’re apparently late, even if the Doomsday Clock hasn’t struck 12 yet. They’ll have to deal with the fact they have been scooped. However, if the Adventurers reach the great vehicle before the Clock strikes 12, the advantage gained over the previous days finally kicks in. In order to get to them, the Rival sustained heavy losses and one of their best vehicles has been left with little to no crew. If this is the case, the vehicle the Adventurers “borrow” is a Fast Vehicle.

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Episode 6

The Curse of El Dorado CONTEXT TO “THE SHOWD OWN” Large Vehicle: A ship Temple: The Golden Temple Free People: A community of natives from South America Wild Place: A tropical island The Rival’s Vehicle: The Lionheart or a similar warship Dramatic Location: The main mast of a burning ship Just Reward: A chest of golden doubloons In a gorgeous cave scattered with tropical flowers, a flash of white light shines over a young boy whose skin is covered in gold dust. As El Dorado stands up to approach the Adventurers, they finally realize that the legendary Treasure is not a statue but a living, breathing human. El Dorado only speaks his native tongue, but he is clearly friendly and harmless. He’s little more than a child, and shows no fear of the Adventurers as he seemingly beckons them in his home. The dreamy encounter is suddenly cut short by Liv Kline, who emerges from a hidden passage escorted by her goons. They used the same secret corridor the natives use to bring food and offers to the golden child. Soon enough, the Adventurers are surrounded by the sabers and rifles of more than fifty red coats from the Royal Navy in red coats. Held at gunpoint, the Adventurers are helpless as they listen to Kline who, with eerie indifference, explains the truth of the matter to them. El Dorado is a native king, a boy revered as a god and blindly followed by his people. This Treasure could never buy food and weapon for Nassau to become the Republic of Pirates. It can, however, grant to the British Crown power over the native people of the Caribbean and their wealth. After shedding light on the situation, Kline captures El Dorado as a political prisoner and leads him out through the same passage she came in from.

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Before leaving the cave, the soldiers place explosive charges both in the corridor and at the stone door the Adventurers used to enter, leaving our heroes to rot in the temple. The Adventurers escape through an underwater cave and, after dealing with a couple hungry sharks, emerge to fight side by side with the natives against the British soldiers. But there is no time to lose, as Kline is already heading for the Lionheart, a warship which is both Powerful and Sturdy. The Adventurers give chase, but they also need to decide what they’ll do with El Dorado. Will they also take him prisoner and try to sell him to the best bidder? Or will they return him to his people? After dealing with both traps and soldiers, the Adventurers finally make it to the beach where they find one of the many ships extremely empty and easy to steal. If the Doomsday Clock still hasn’t struck 12 when they reach it, this ship will be a Fast Vehicle. It could even be the Devil’s Cry, Kline’s former flagship. Once on the ship, the Adventurers just have to chase the Lionheart and either engage it in naval combat or try a brazen boarding. As the soldiers fight to defend the Lionheart from the growing flames that start to engulf it and the people attacking it, Kline tries to signal the fleet. To buy even more time, she pulls the young El Dorado with her as she climbs on the main mast with a cutlass between her teeth. When an Adventurer gets to her, she tosses the boy to the side, luckily sending him toward a sail that he can grasp onto. Then starts a breathtaking duel balancing on a yard over a burning ship. In this Scene, an Adventurer who knows the real motivation behind Kline’s action and the story of her brother may use the Clue to gain a precious Advantage, but they’ll need to play their cards well. After Kline is defeated, the Adventurers can lead the boy back home and receive his blessing to remain as guests so long as they need to recover. Finally, as the Adventurers are about to set sail, the natives emerge with a final surprise: a chest full of doubloons recovered from one of Morton’s ships. They don’t want anybody else’s gold, and this small fortune could be the first step to Nassau’s independence.

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SCENE 1 – TEMPLE INT/DAY The Adventurers arrive in the furthest room of the TEMPLE situated deep within the WILD PLACE. After a long and dangerous Adventure, the TREASURE is finally within reach, just a few steps in front of them. But before they have a chance to grasp it, a sound coming from behind them makes them turn. The RIVAL makes their entrance together with a large troop of goons armed to the teeth [IMPOSSIBLE Enemy] that surround the Adventurers with guns trained on them. After thanking the Adventurers for doing the heavy lifting in their stead, the RIVAL slowly walks forward to grab a hold of the TREASURE. Then they mockingly address the Adventurers over their shoulder, saying they won’t be killed as there are worse things in store for them. With a not to their goons, the RIVAL walks out of the room. The goons proceed to seal the entryway on their way out, imprisoning the Adventurers in the TEMPLE. Left alone, the Adventurers must find a way to escape. The door sealed by the RIVAL can’t be reopened and there are no other visible ways out. When all hope seems lost, the first Adventurer who sits down to stop and think or give up, will find a huge insect crawling on their hand and will have a hard time keeping their Cool [CRITICAL Challenge] and not shrieking loudly, causing them to feel EMBARRASSED. Using their powers of Observation [BASIC Challenge] the Adventurers can notice the insect came into the room through a crack in the wall. Maybe they can try to open up the crack further to make their way out? To find or make an item to wedge in the crack to pry it open, Adventurers will need good Survival skills [CRITICAL Challenge]. For each 2 Adventurers who help in the search, the group will gain an Advantage. If they succeed, the crack will open enough to let the Adventurers crawl through. If they fail, they use too much force and the entire wall will crumble down on them [CRITICAL Danger]. Either way, the Adventurers finally found their way out.

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SCENE 2 – UNDERWATER – INT/DAY After crawling through the passage, the Adventurers arrive in a natural cave partially submerged in water. Nearest to them, the water is only knee-deep, but as they walk further, the floor drops to the point they can barely touch the bottom of the pool on their toes. High above, a crack on the domed cave ceiling lets a beam of sunlight into the space, allowing the Adventurers to see that the only way forward lies at the bottom of the pool, They’ll have to dive into the underground river and follow the current toward the sea. After taking a deep breath, the Adventurers dive underwater, calling onto their Scouting skills to swim their way in the right direction [CRITICAL Challenge]. Down the river the light is faint, barely enough to allow the Adventurers to navigate, leaving them to rely on their feeling of touch to understand the direction of the flow. At one point, the walls pull in, creating a bottleneck surrounded by jagged rocks. The Adventurers will need to proceed with Stealth to avoid hurting themselves [CRITICAL Challenge]. But after the bottleneck, the current picks up. The exit is close! A beam of sunlight pierces through the water not far ahead. But there is one last obstacle between the Adventurers and the surface: a group of aquatic predators [3 BASIC Enemies]. After defeating or dodging the animals, the Adventurers finally reach a narrow opening. It’s way to tight for them to fit through it, but if they’re Tough enough, they can move rocks and other detritus out of the way [CRITICAL Challenge]. Finally, after opening up the passage, the Adventurers can get out of the water. Looking around, they see they’re in a bay not far from the TEMPLE. Back in the WILD PLACE, hidden by the vegetation, they can finally take a Break. A distant echo catches their attention. Looking toward the source of the noise, the Adventurers catch a glimpse of the RIVAL carrying the TREASURE: they have almost reached the RIVAL’S VEHICLE.

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SCENE 3 – WILD PLACE – EXT/DAY To catch up with the RIVAL, Adventurers must leave the TEMPLE. However, as soon as they take a few steps, they hear someone shout far away. A group of FREE PEOPLE emerge from the foliage with weapons drawn, ready to fight the Adventurers. But the shouts come from further away. Scanning the horizon, the Adventurers can see the RIVAL’s goons in the distance, they are burning down the WILD PLACE and killing many FREE PEOPLE. An Adventurer with strong enough Leadership or Charm [CRITICAL Challenge] can try to explain the situation to the FREE PEOPLE, telling them that the Adventurers are not working for the RIVAL. Quite the opposite, the RIVAL tried to kill them too, and now they’re escaping with the TREASURE! If they succeed, the FREE PEOPLE look at each other and lower their weapons, choosing to trust the Adventurers and help them to stop the RIVAL in exchange for something. The TREASURE holds great significance to them, and they demand the Adventurers return it. If the Adventurers want the help of the FREE PEOPLE, they’ll have to promise to bring the TREASURE back. The Adventurers can honestly agree, knowing this will mean they will never get what they came here and risked their lives for, or they can try to lie with the intention of reneging their promise. If they want to deceive the FREE PEOPLE, however, they’ll have to be very convincing. Only an Adventurer with undeniable Leadership or Eloquence [EXTREME Challenge] can be two-faced enough. Regardless of the result, a large group of the RIVAL’s goon is running toward them with weapons drawn [EXTREME Enemy]. If the Adventurers convinced the FREE PEOPLE to fight with them, the fight will be more balanced, and defeating the opponents will be much easier [2 CRITICAL Enemies]. After the battle, another group of opponents arrive immediately. The Adventurers can’t remain there to fight without running the risk to not reach the RIVAL in time. If the FREE PEOPLE are fighting on the Adventurers’ side, they’ll engage with the incoming enemies and sacrifice themselves to give the Adventurers an opportunity to reach the RIVAL’S VEHICLE. Otherwise, nothing will stop the opponents from opening fire on the Adventurers [CRITICAL Danger].

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Before leaving the battlefield, one of the FREE PEOPLE, deadly injured, will grab a hold of an Adventurer and beg them with their last breath. FREE PERSON Promise me you’ll bring the TREASURE back to my people. Promise! Our lives depend on… If the Adventurer chooses not to promise this, they’ll feel SHOCKED and gain a Scar when the FREE PERSON dies in their arms. After leaving the TEMPLE, the Adventurers must run through the WILD PLACE, dodging the occasional bullets of the RIVAL’s goons on their path [3 BASIC Dangers]. As if that wasn’t enough, the WILD PLACE is still littered with the traps set by the FREE PEOPLE, and the Adventurers are running straight toward them. If the Adventurer leading the group is Vigilant [CRITICAL Challenge] enough to notice the traps and use them against the goons following them, they have all rights to feel POWERFUL. They’ll also gain an Advantage to this roll if they remember the traps and set off trying to use them. However, if they fail, the Adventurer leading the group won’t notice a trap and everyone behind them will need to dodge [BASIC Danger]. After the trap, the Adventurers finally reach the place where the RIVAL’S VEHICLE was last seen. The RIVAL still has the TREASURE, and they are already gaining distance, but there are some other vehicles their goons left behind. Adventurers can try to gain control of a LARGE VEHICLE, but they’ll need to Stealth past the guards keeping watch [BASIC Challenge]. If an Adventurer fails the roll, they’ll be attacked by the guards [2 BASIC Enemies]. After getting on board the LARGE VEHICLE, the Adventurers can finally catch a Break.

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SCENE 4 – SHOWDOWN – EXT/DAY But they can’t rest too long. The RIVAL is getting away with the TREASURE on board the RIVAL’S VEHICLE and the Adventurers must start a breakneck Chase. If the Chase is successful, the Adventurers manage to reach the RIVAL and get close enough that they have two options: They can attack the RIVAL’S VEHICLE in Naval Combat, or they can get even closer and try to board the RIVAL’S VEHICLE. If the Chase fails, the Adventurers can’t get close enough , but the RIVAL still takes notice of them and gives the order to arrack the LARGE VEHICLE piloted by the Adventurers. As the RIVAL’S VEHICLE gains a better position, its crew opens fire on the Adventurers, who must engage in evasive maneuvers [CRITICAL Danger]. Even if they succeed, little can be done to avoid the full onslaught and the LARGE VEHICLE still loses 1 Luck Point due to damage. After the first barrage, the RIVAL’S VEHICLE engages the Adventurers in Naval Combat. If the Adventurers manage to board the RIVAL’S VEHICLE without defeating them in Naval Combat first, they are greeted by a group of opponents [CRITICAL Enemy], followed by another one not long after they get defeated [3 BASIC Enemies]. From that point forward, the fight seems desperate, every time a group of enemies is defeated, more come to take their place. BASIC Enemies join the fray every turn after another is defeated, and there are always 3 BASIC Enemies ready to fight. This will continue until the Adventurers have defeated a total of 10 BASIC Enemies. On the other hand, if the Adventurers board the RIVAL’S VEHICLE after defeating it in Naval Combat, many opponents are already gone. This will make the battle much faster, and they’ll only need to face a total of 6 BASIC Enemies.

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What will complicate matters is the precarious conditions the RIVAL’S VEHICLE is in. When the Adventurers finally defeat the last of the crew, a piece of lumber falls toward them [CRITICAL Danger]. As the group of Adventurers is busy fighting these opponents, at least one of them must leave the others behind to follow the RIVAL who will try to escape with the TREASURE. Seeing his forces failing after the Adventurers’ attack and his vehicle going to pieces, the RIVAL takes advantage of the chaos and tries to leave the vehicle in a last ditch effort. Holding onto the TREASURE, the RIVAL runs away to the DRAMATIC LOCATION. An Adventurer can try to chase them, but they’ll need to be a good enough Scout to follow their tracks [CRITICAL Challenge]. If they fail, they still get to the DRAMATIC LOCATION, but they also lose their weapon on the way. Finally, after getting to the DRAMATIC LOCATION, the Adventurer can catch one last Break before the showdown. The only way to retrieve the TREASURE is facing the RIVAL one on one in a Duel to the bitter end [EXTREME Enemy]. After defeating the RIVAL once and for all, the Adventurers are faced with an important choice. They can keep the TREASURE to themselves and leave the WILD PLACE, or they can turn back to return the TREASURE to the FREE PEOPLE. If they choose to return, they’ll be greeted as heroes by the surviving FREE PEOPLE. And in the end, the Adventurers will be thanked for their integrity and for returning the TREASURE to its rightful place with a JUST REWARD. End of the Episode.

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Thanks To _Journeyman_, _Morg_(Gabriele), 3rik de πrik, 7thPawn, A, Aaron, Aaron Sissom, abe, Adam, Adam, Adam, Adam Baulderstone, Adam Boisvert, Adam Coleman, Adam Jung, Adam Longley, AdamDork, Adohorn 92, Adrian “Eldor” Skowroń, Adrian Praetorius, adriano delle donne, Aedon, Aeschael, AgentDash, Aisling Jensen AJ Strauf, Alan Elliman, Alan Kohler, Albert György, Alberto, Alberto Giust, Alberto Lanforti, Alberto Pacini, Alberto Sciuto, Alberto Tenaglia, Alek Red, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro, Alessandro “The DiceFather” Monteverde, Alessandro Aicardi, Alessandro Babbi, Alessandro Balderi, Alessandro Dayan, Alessandro Leonardi, Alessandro Lippiello, alessandro mala, Alessandro Mattia Chiappetta, Alessandro Noseda, Alessandro Savino, Alessandro Soro, Alessandro Wade Del Giudice, Alessia, Alessio, Alessio Coccaro, Alessio Maceroli, Alessio Rissone, Alessio Scaccioni, Alessio Tirapelle, Alex, Alex Dennis Macomber, Alex Didino, Alex M, Alex Pauk Boettcher, Alex Rontini, Alexander Hacker, Alexander Iwan, Alexander Neumann, Alexander Pearce, Alexander van der Raadt, Alexandre Pilon, Alexandria Brady, Alexandria RPG, Alexandro Timisani, algervasio, Alice, Amanda Atkins, Amanda Dillard, Amedeo, Amedeo Davit, amonguzz, Amy Johnson-Hicks, Anastasia Apple, AnCo, André Aleixo, Andre Canivet, Andrea, Andrea, Andrea, Andrea, Andrea, Andrea Bassi, Andrea Biasone, Andrea Bogani, Andrea Bolognini, Andrea Buzzi, Andrea Ceravolo, Andrea Chiudinelli, Andrea Colombo, Andrea D’Amadio, Andrea De Agnoi, Andrea Di Meo, Andrea Fabbri, Andrea Fabriani, Andrea Galassi, Andrea Gnesda, Andrea Gozzo, Andrea Iommi, Andrea Manca, Andrea Marcone, Andrea Mascanzoni, Andrea Medea, Andrea Micozzi, Andrea Natale, Andrea Ortale, Andrea Pavan, Andrea Pizzato, Andrea Ragana, Andrea Ricci, Andrea Rossi, Andrea Zu Zuliani, Andreas Sewe, Andrés Collado, Andrew, Andrew Beal, Andrew Carter, Andrew Kelsoe, Andrew Matthews, Andrew Mauney, Andrew Robertson, Andrew Turner, Andrew Walker, Andrzej Kubera, Andy Burridge, Andy Guyton, Andy P., Angel Gonzalez, Angela, Angelo, Angelo, Angelo_Billi, Angus Abranson / Chronicle City, Aniss ASSON, Anna D, Anna Eleonora Colombo, anna maria dezerbi, anonymous1453, Antonio De Gennaro, Antonio Micolucci, Antonio9205, Aref Dyer, Arethwyn, Ariana Peralta, Ariel Apple, Ariel Sawicki, Arik Aslanyan, Arjess, Arkadiusz, Arknsanktuary, Armin Stojanović, Asharon, aster338, Astinus, Austin F, Aziraphale, Baba Ghanoush, Bachgames, Bapf, Bart Wolles, Bartlomiej Jankowski, Baudiment Benoît, Beatrice, Beatrice Riccabone, Beau Yarbrough, Beliyah, Ben Corben Hale, Ben Phelps, Benjamin Boucher, Benjamin Danforth, Benjamin Madsen-Larsen, Bennus, bergamj, Berk Eratay, Bernard Christiansson, Bernardo Tacchini, Besio93, BGelens, BHPshooter, billk, Björn Boots, Black0ut17794, Blake Taylor, Blayne Wilson, Bob Clifford, Bond, Booday, borriste, Brad Davies, Brad Osborne, Brandon Reyna, brayer, Breanainn, Breck Weiny, Brent Sims, Brian Collins, Brian Dee, Brian Gute, Brian J. Shepherd, Brian Kirchhoff, Brian Koonce, Brian R., Brian Reeves, Brian Young, Bryan Botz, Bryant Durrell, Bryce Holden, C. Nielsen, Caitlin Jane Hughes, Cameron Edinger, Cameron Switzer, Camilla Zamboni, Cap, Capitan Barbapiuma, CapnDon, Cara - Curiosity Nymph of Ringtail Fox, Carl Henrik, Syversen-Kobbeltvedt, Carlo Alberto Trisciuzzi, Carlo Cagnazzi, Carmelo Lonero, Carmine Perna, Casey Bacon Strips Bowker, Casey Finley, CB Ash, ccallaghan, Cecelia Rafferty, cédric, Celine Pernechele, centauri78, Cesare Gendusa, Chad Walter, Champ11, Chaotic Gord, Charlie, Chelsea Lane, Cheryl Wong, Chris Berger, Chris Gath, Chris Giesy, Chris Hanson, Chris Hutchings, Chris Lockwood, Chris S. aka Pepsiman, Chris Snyder, Chris Taylor, Chris Wittig, Chris zarnosky, Christian Bedard, Christian Beutenmüller, Christian Buggedei, Christian Eilers, Christian Giove, Christian

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Lindke, Christian Nord, Christine, Christopher, Christopher Crawford, Christopher Gordy, Christopher James, Christopher Lackey, Christopher Ninness, Chuck Dee, Chuck McCalla, Cisc_0, Claude, Claudia, Claudia, Claudio Vitale, Clayton Z Ziemer, CM Morgado, Cody, Cody Grandi, Cole Burgett, Cole Stephan, Colin Campbell, Comelasfoglia Studios, Cong Pham, Connor Mason, Constantinos Demetriades, Contesse, Cordo, Corey Tower, Corhakil, Cornicer, Corrado, Corrado Lai, Corrado Rosen, CoYriX, Craig Griffith, Craig Hillmann, Craig Shipman, CrazyOldWizard, Crispian Thurlborn, Cristiano Tentorio, Cryoban, Curtis Harper, Dabiglulu, Dado Critto, Dale Barker, DamageCase, Damian Gonzales, Damiano, Damien Brunetto, Dan Culliton, Dan Kawecki, Dani Jang, Daniel, Daniel, Daniel Gregory, Daniel Gritzner, Daniel Lyne, Daniel Mulato, Daniel Sevenne, Daniele, Daniele, Daniele, Daniele, Daniele Cappie Bruno, Daniele Carosi, Daniele Fiorillo, Daniele Fusetto, Daniele Ginesu, Daniele Iori, Daniele Priore, Daniele Provinciali, Danielle Vidrine, danielyauger, Danilo, Danny, Danny Atwood, Dany, Dario, Dario Greco, Darrel, Dasor, Dave Stoeckel, David, David “Hazel” Lions, David Andrews, David Blanc, David Bythewood, David Cluxton, David Csobay, David Daniels, David Donohoo, David Feil, David Ford, David Frogier de Ponlevoy, David Gates, David Jackson, David Karoski, David Olsher, David Paul Guzmán, David Resetti, David Sommerfeld, David Steinkopff, David Stephenson, David W J Smith, David Woodhouse, Davide, Davide, Davide, davide arcadio, Davide Borri, Davide Chemello, Davide Finessi, Davide Maccioni, Davide Mancini, Davide Ragona, Davide Riccardo Russo, Davide Siebezzi, Davis M, DeadOperator, Denis B., Denis Gaty, Derek Kinsman, diafol666, Diani Andrea, Diego, Diego, Diego, Diego Carvalho Barreto, Diego Magrini, Diego Rincewind Civetta, Dimitri Riddle, Direlda - Kitsune of the Obsidian Order, DivNull Productions, DJThrasher, DobRakki, DocGono, docshadow13, domeddi, Domenico, Domenico, Domenico Amoroso, Dominik Bauer, Dominik Plejić, DomRX78, Don, Don Rodrodo, Donato Giardini, Dorner, Doug Bragg, Douglas Geusz, Dr.Lovecraft, Dragon, Dragryphon, Drake Sunryder, Drama.Mp4, Drew Laxton, Drew Rosenheim, Duk, Dustin Laughlin, Dustin Wessel, Dylan Grozdanich, Dzekap, Dziczka, Ed, Ed, Ed Kowalczewski, Edoardo Polidori, Einar the Bold, Eleanor McHugh, Elenath, Eleonora Pescarolo, Elfquest83, Eli Poulin, Elia, Elia Tabozzi, Elizabeth Earle, Eloy Cintron, emanuele, Emanuele, Emanuele Pizzilli, Emanuele Rutali, emanuele.autino, Emilio, Emily Evans, Emily Park, Emmanuel L., Emmanuele, endarei, engelsnacht, Enrico, Enrico, Enrico, Enrico, enrico brunetti, Enrico Hermada Florio, Enrico Magnani, Enrico Massarelli, Eric, Eric, Eric, Eric Borgh, Eric Mette, Erman Anadol, Ermanno Russo, Ethan, Ethan Below, Ettore Carli, Eugene Yunak,, Eugenia García, Evan, Evan Salce, Ewald Grosse-Wilde, Ewan Spence, Fabio, Fabio, Fabio Boero, Fabio Bottoni, Fabio Cavallin, Fabio Feltrin, Fabio Maria Piacentini, Fabio Milito Pagliara, Fabio Mistri, Fabrice Delorme, Fabrice Gatille, Fabrizio, Fabrizio, Fabrizio Anastasio, Fabrizio Leoni, Fabrizio Paglierucci, Fabrizio Patalacci, Fabrizio Ronchi, Famerlor, FAZIOLI LUCA, fcentazzo, Federico, Federico, Federico, Federico Fabbri, Federico Fondacci, Federico Giordano, Federico Indomenico, Federico Mancini, Federico Pilleri, Federico Totti, FedeRygo, Felix, Felix Kirchfeld, Felix Rivera, FeralGames, Ferfer Gimf, Fernando Alvarez Garcia, Ferro Maurizio, Fiamma Iavarone, Figment of Your Imagination, Filigree Forge, Filippo, Filippo Aussello, Filippo Banchelli, Finagle, FireflyArc, FlacoAlto, Florent LR, Flying Explosive Monkey, Francesco, Foret Gwenael, Fra, Fraiser, Francalbina Pellegrino, Francesca, Francesco, Francesco, Francesco, Francesco, Francesco “Rasmas”, Francesco Cesaretti, Francesco de Vito, Francesco Di Cerbo, Francesco Flamini, Francesco Gambino, Francesco Garreffa, Francesco Maria Iena, Francesco Nepitello, Francesco Panero, Francesco Pizzo, Francesco Raimondi, Francesco Red Rossi, Francesco Ronci, Francesco Vovk, Francis Helie, Frank Ludwig, Frank Rafaelsen, Frankthere, Franz Janson, Fred Masic, Frederick Chambers, Frugli, FSFabio, fuchs, Fucklebutte Q Shitlord, Fureon, Gabriel, Gabriel, Gabriel Garcia, Gabriele, Gabriele, Gabriele Girardi, Gabriele Terlati, Gabriele Turati, Gaetano, Gaizka BS, Galda, Game Dave, Gareth Berry, Gareth Morgan, Garrett, Garrett Lee, Gas Gasadei, Ge Horcht, GearGames, Genevieve Fitzsimmons, Gentleman Berserker, Georgios Drosinos, Gerd Hauser, Germán Cano Quiveu, Gernot Kämmerer, Gerrit, Gerrit Hägerbäumer, Gert-Jan van der Krogt, GhideonValorian, Giacomo, Giacomo Petrucci, Gian Domenico Facchini, Gianfranco D’Angelo, Gianluca, Gianluca, Gianluca Alvino, Gianluca Galtelli,

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Lucas Stibbard, Luigi Scaltritti, Luis Leal, Luka Divac, Lukas Sommerauer, Luke Kearney, lukecd, Lydos, Lyttleton L Callender, Maddux Muench, Madita, Mahler, Maksym Burtsev, Mallory Spann, Malthesia, Malvion, Mandokai, Maneesh Goel, Manfredi Mangano, Manlio, Manny, Manu, Manuel Del Bono, Manuel Raza, Manuel Squalo Bernardini, Manuele Bianchera, Marc Nicoletta, Marcel Hauptmann, Marcello, Marcello Gorla, Marcello Minardi, Marco, Marco, Marco, Marco, Marco, Marco Bandiera, Marco Beltramino, Marco Benti, Marco C., Marco D’Apuzzo, Marco Gabba, Marco Grosso, Marco Luca Tripepi, Marco Marangoni, Marco Popolizio, Marco Strafella, Marco Tezzele, Marcus Burggraf, Marcus Hiller, Marcus Howell, Marcus Overtoom, Margherita Cattaneo, Maria Chiara Arrivas, Marina, Mario Brunelli, Mario Gauthier, Mario Malkav Colombo, Mario Panattoni, Mark, Mark Buckley, Mark Burton, Mark Hunt, Mark Kehl, Mark Mekkes, Mark Siekerman, Mark Solino, Markus “Rhylthar” Busse, Markus Plötz, Markus Raab, Marlon Zewen, Marta Giltri, Marta Lodi, Martin, Martin Coulter, Martin Henrich, Martin Legg, Martin Průcha, Martin Rosales, Martina Casatori, Martina Moscoloni, Martina Pacelli, Marvin Langenberg, Massimo, Massimo Campolucci, Massimo Gandola, Massimo Migner, Massimo Renaldini, Matt, Matt Blanchet, Matt Brooks, Matt Emery, Matt Gregory, Matt Kay, Matt Sherman, Matt Sincic, Matt Wester, Matteo, Matteo, Matteo, Matteo Asti, Matteo Baldinu, Matteo Bisanti, Matteo Boffadossi, Matteo Braccini, Matteo Bussani, Matteo Carosi, Matteo Crovetto, Matteo Emili, Matteo Leto, Matteo Lorenzi, Matteo Lucchini, Matteo Lunghi, Matteo MaGi Gandini, Matteo Sansalone, Matteo Tusa, Mattheus Sookoo, Matthew Bell, Matthew Knight, Matthew Weber, Matthias Janßen, Matthieu poirot, Mattia, Mattia, Mattia, Mattia, Mattia, Mattia Di Russo, Mattia Negroni, Mattia Pera, Mattia Riviera, Mattia Stancanelli, Maurice Lefebvre, Maurizio Cavelli, Maurizio Locusti, Maurizio Mancino, Mauro, Mauro, Mauro Longo, Max Moraes, MaxBobe, Maxime Leleux, Maximiliano, Megan Kate Parsons, MetalBeowulf89, Mic, Micha McMahon, Michael, Michael A Kakuk, Michael Bentley, Michael Bowman, Michael Cornett, Michael D. Smith, Michael G. Palmer, Michael Knoerzer, Michael Kosmatka, Michael Leguillow, Michael Loubier, Michael Lynch, Michael Peter, Michael Rector, Michael Schwartz, Michael W. Mattei, Michael Wagner, Michael Wolf, Michael Wuttke, Michele Bigoni, Michele Ciuffreda, Michele Facco, michele fiocco, Michele Fornasari, Michele Garbuggio, Michele Massei, Michelle Herman, Mick Gall, Mickael, Microberust, MidnightBlue, Mike, Mike G, Mike Schulenberg, Mike W, mikezasch, Mikhail Gordin, Mikko Kauppinen, Mildra The Monk, Millo Meneghini, Minna Heimola, minothb, Mirco, Mirco, Mirco Soliani, Mirko, Mirko, Mirko Froehlich, Mirko Lucky Man Muzio, Mirko Paradisi, Mirko Pomella, Mirko Savoia, Mitri, Miyagiyoda, MK, MMR, MoDragonflies, MOLINET Régis, Momi, Monika Hartmann, Morena, Moreno, Moreno “Mopollas” Pollastri, Morgan, Morgan Hazel, Morini Matteo, MoroArt, Morris Montenero, Mr.Float, MrCrowley666, MurderHoboShow, Muriel Allen, Murray Smith, N George, naaba, Nader Hajjar, Nasekunibert, Nathalie, Nathan Ellsworth, Neal Siegfried, Neale Carter, Neri Alessio, Nessalantha, nevertimess, Nicholas, Nicholas Clements, Nicholas Robinson, Nick Gray-Bakker, Nick Hopkins, Nick Riggs, Nick Westbrook, Nicki, nico, Nico Borgogni, Nicola, Nicola Cervellati, Nicola Nannerini, Nicola Segato, Nicolas “Gulix” Ronvel, Nicolas Boquet, Nicolas Marelli, Nicolette Tanksley, Nicolò, Nicolò, Nicolò N Chierichetti, Nicolò Pasqualin, Nicolò Presa, Nicolo’ Vincenti, Nigro Emanuele, Niko Díaz García, Nikolai Hoch, Nikos, nilo_core, Nonnogeppo, Norman Teichmann, Obstacle Kid, Ola Erdal, Oliver, Oliver Korpilla, Ols Jonas Petter Olsson, Onincognito, OroRossoWedge, Orzov, Ossassin2 Old Time Hero, Owlglass, Pablo Fernández, Paige, pairatime, Paola Iannetti, Paolino Maisto, Paolo, Paolo, Paolo Bianchi, paolo castelli, paolo giubellini, Paolo Moncalvo, Paolo Pigozzi, Paolo Pustorino, PaoloSpaziosi, PaoLov, Pasquale Torre, patamunzo, Patrice Mermoud, Patrick Alan DeMinico, Patrick Bauer, Patrick Buechner, Patrick Flood III, Patrick Higgins, Patrick Perry, Patrick Pryds, Patrick Readshaw, Patrick Romanet, Patrick Schladt, Patrick Schwieren, Patrick Smith, Patrick Spedding, Paul, Paul Bendall, Paul C., Paul Dawkins, Paul Edwards, Paul M Dodson, Paul Mc Nally, Paul Mitchener, Paul Sementilli, Paul Venner, Pedro Blanco, Pedro Ferreira Marques, Pegana, Per Stalby, Persephone, Peter, Peter Baldwin, Peter DeKoekkoek, Peter Hollinghurst, Peter Menke, Peter Peterson, Petwag, phantasio, PHedrick, Philip S. Bolger, Philippe Marcil, Phillip Bailey, Phillip McGregor, Pierantonio, Pierluigi

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