TEXT: ALL   HANDS   ON   DICE
  Table  40:   Sailing
  Roll
  The  day’s  voyage
  12
  Good  weather;  sail  an  extra  1-12  leagues
  9-11
  Smooth  sailing
  8
  Bad  food;  loss  of  10-120  total  days’ worth
  7
  Troubled  crew;  loss  of  1-6  Morale
  6
  Storm
  5
  Reefs
  2-4
  Possibly  lost;  Navigation  Check  required
  1
  Encounter
  Table  37:   Crewmen
  Roll
  Level
  Ability
  Skill
  Defense
  12
  6
  9
  4
  10
  11
  6
  8
  3
  9
  10
  5
  7
  2
  8
  9
  5
  6
  2
  8
  8
  4
  5
  2
  7
  7
  4
  4
  1
  7
  6
  3
  4
  1
  6
  5
  3
  3
  1
  6
  4
  2
  3
  1
  5
  3
  2
  2
  0
  5
  2
  1
  2
  0
  4
  1
  1
  1
  0
  4
  Table  7:   Group   Searching
  Searching  party
  Bonus
  10+
  +3
  5-9
  +2
  2-4
  +1
  1
  +0
  Table  63:   Character   Fears
  Roll
  Character’s  fear
  Penalty
  12
  No  fear
  -
  11
  Fire
  -1
  10
  Strange  or  unknown  noises
  -1
  9
  Utter  darkness
  -2
  8
  Utter  silence
  -2
  7
  Heights  (higher  than  any  mast)
  -2
  6
  Animal  with  scores  (shark,  etc.)
  -3
  5
  Skeletons  and  human  remains
  -3
  4
  Storms  at  sea
  -3
  3
  Magic
  -4
  2
  Curses
  -4
  1
  Roll  twice  on  this  chart
  -
  Table  8:   Traveling
  Roll
  The  day’s  travel
  11-12
  Clear  weather;  gain  1-3  leagues
  5-10
  No  occurrences
  3-4
  Foul  weather;  lose  1-4  leagues
  2
  Lost;  lose  1-12  leagues
  1
  Disease;  poison  level  1  to  each  person
  Table  5:   Common   Ability   Checks
  Accomplishment
  Ability
  Modifier
  Stack  dead  bodies
  Brawn
  +1
  Force  open  a  stuck  door
  Brawn
  +0
  Force  open  a  sealed  door
  Brawn
  -2
  Swing  between  ships
  Agility
  +2
  Swing  through  a  window
  Agility
  +0
  Change  ships  in  a  storm
  Agility
  -2
  Walk  a  tightrope
  Agility
  -3
  Take  pain  without  sound
  Endurance
  +1
  Make  a  floor  ‘slippery’
  Endurance
  +0
  Eat  spoiled  food  safely
  Endurance
  -2
  Last  all  night  in  bed
  Endurance
  -4
  Go  a  day  without  food
  Girth
  +2
  Win  a  ‘beauty’  contest
  Girth
  +1
  Feign  death  for  1  Round
  Girth
  +0
  Translate  a  political  spiel
  Wits
  +2
  Recount  a  full  speech
  Wits
  +1
  Read  weathered  writing
  Wits
  +0
  Memorize  a  single  page
  Wits
  -2
  Hear  a  PC  call  for  help
  Intuition
  +3
  Hear  an  NPC  call  for  aid
  Intuition
  +1
  Eavesdrop  on  tavern  talk
  Intuition
  +0
  Notice  a  trap  just  in  time
  Intuition
  -2
  Awaken  when  threatened
  Intuition
  -3
  Woo  a  lovely  lady
  Charisma
  +1
  Tell  a  convincing  lie
  Charisma
  +0
  Pass  for  a  gentleman
  Charisma
  -2
  Pass  for  the  opposite  sex
  Charisma
  -4
  Fall  onto  something  soft
  Luck
  +1
  Your  cell  left  unlocked
  Luck
  +0
  Name  mistaken  by  guards
  Luck
  -1
  Table  6:   Combined   Ability  Checks
  Help
  Ability  Check  bonus
   20+
  +4
  14-19
  +3
  8-13
  +2
  1-7
  +1
  
  DEAD   MEN   ROLL   NO   DICE
  Table  11:   General   Critical   Hits
  Roll
  Critical  result
  12
  Death!
  11
  All  of  the  target’s  armor  is  destroyed
  10
  Target  knocked  off  nearest  height
  9
  Arm  lost
  8
  Hand  lost
  7
  Leg  lost
  6
  Foot  lost
  5
  Eye  lost
  3-4
  Target  stunned;  attacker  receives  free  Turn
  1-2
  Penalty  from  wound  is  doubled
  Table  12:   General   Critical   Misses
  Roll
  Critical  result
  12
  Fall  over;  next  Turn  getting  back  to  feet
  11
  Runs  out  of  gunshot  (guns  only)
  10
  Attacker  falls  off  nearest  height
  9
  Compromising  position;  enemy  gets  a  Turn
  8
  Weapon  lost  (flung,  disarmed,  etc.)
  7
  Weapon  breaks  or  explodes
  6
  Hits  own  self
  4-5
  Hits  friend  or  ally
  1-3
  Defender’s  choice!
  Table  74:   Saving   Throws
  Situation
  Save
  Plague
  6
  Sinking  ship
  7
  Explosions
  8
  Falling  off  a  great  height
  9
  Cave-in
  10
  Tortured  ‘to  death’
  11
  Swim  great  distances
  12
  Table  10:   Slow   Death
  Roll
  The  Character  dies . . .
  12
  Another  day;  gains  10-120  Experience
  10-11
  Some  other  time;  it’s  just  a  flesh  wound
  9
  After  1-6  Rounds  if  his  killer  is  not  dead
  7-8
  When  he  fails  a  now  daily  Luck  Check
  5-6
  As  soon  as  the  battle  is  finished
  2-4
  Instantly
  1
  In  a  horrific  way  that  leaves  no  body
  Table  43:   Critical   Salvos
  Roll
  Critical  salvo
  12
  Hit’s  powder  hold;  enemy  ship  destroyed!
   9-11 Enemy  needs  time  to  recover;  loses  Turn
  7-8
  3-36  crewmen  killed
  6
  1-12  cannon  destroyed
  4-5
  Triple  normal  Damage
  1-3
  Double  normal  Damage
  Table  44:   Critical   Blunders
  Roll
  Critical  blunder
  12
  Attacker’s  choice
  9-11
  Backfire;  1-12  crewmen  killed
  7-8
  Disabled;  enemy  gets  free  Turn
  5-6
  Backfire;  1-12  cannon  blow  up
  4
  Ship  afire;  lose  1-3  Turns
  3
  Ship  afire;  2-24  Hull  lost  or  lose  3  Turns
  2
  Hits  allied  ship  (if  there  is  one)
  1
  Defender’s  choice!
  Table  42:   Ship   Damage
  Roll
  Damage  to  the  ship
  12
  No  damage  beyond  normal  Hull  Points
  10-11
  1-12  crewmen  killed
  8-9
  1-3  cannon  destroyed
  7
  Crow’s  nest  lost;  -1  to  Navigation  Checks
  6
  Longboat  or  anchor  lost  (roller’s choice)
  4-5
  Sail  damage;  -1  league  to  base  speed
  3
  Lost  a  mast;  -3  leagues  to  base  speed
  2
  10-120  additional  Hull  Points  lost
  1
  Hold  hit;  1000-12000  in  treasure  lost!
    0*
  Hull  drawing  water;  sinks  in  1-12  Rounds
  Table  48:   Fort   Damage
  Roll
  Damage  to  the  fortifications
  10-12
  No  damage  beyond  normal  Defense  Points
  6-9
  1-6  crewmen  killed
  3-5
  1-3  cannon  destroyed
  2
  10-120  additional  Defense  Points  lost
  1
  Vaults  hit;  1000-12000  in  treasure  lost!
  Table  60:   Defense   Scores
  Total  Scores
  Defense  Score
  Attack  Bonus
  28-36
  10
  +2
  24-27
  9
  +1
  20-23
  8
  +1
  
  DAVEY   JONES   RULES
  Table  13:   Critical   Hits   Aboard   Ship
  Roll
  Critical  result
  12
  Gruesome  death;  1-6  enemies  surrender
  11
  Cannon  fire;  kills  enemy  plus  1-6  more
  10
  Stray  shot  hits  the  enemy  captain!
  9
  Sets  enemy  ship  afire;  3-36  Hull  Points
  8
  Sets  enemy  ship  afire;  1-12  Hull  Points
  7
  Leg  or  arm  lost;  attacker’s  choice
  6
  Eye,  hand  or  foot  lost;  attacker’s  choice
  4-5
  Chased  up  high  into  the  rigging
  1-3
  Knocked  overboard;  1-3  Rounds  to  return
  Table  14:   Critical   Hits   Up   High
  Roll
  Critical  result
  12
  Death!
  11
  Arm,  leg  or  eye  lost;  attacker’s  choice
  10
  Penalty  from  wound  is  doubled
  6-9
  Falls  to  hard  surface;  1-6  Base  Damage
  4-5
  Drops  his  weapon  to  places  far  below
  1-3
  Falls  to  water;  1-6  Rounds  to  return
  Table  15:   Critical   Hits   In   Caverns
  Roll
  Critical  result
  12
  Horrifying  death;  +3  to  next  Initiative
  11
  Death!
  9-10
  Arm,  leg  or  eye  lost;  attacker’s  choice
  6-8
  Hand  or  foot  lost;  attacker’s  choice
  4-5
  Target  trips;  attacker  gets  +3  to  next  attack
  1-3
  Breaks  enemy’s  weapon
  Table  16:   Critical   Hits   In  Water
  Roll
  Critical  result
  12
  Death!
  11
  Catches  current;  can  flee  without  any  roll
  10
  Hit  and  go  under;  +4  to  next  Initiative
  6-9
  Penalty  from  wound  is  doubled
  4-5
  Water  stings  wound;  increase  penalty  by  1
  1-3
  Blood  attracts  1-12  sharks  (at  sea  only)
  Table  41:   Cannon
  Crew  per  cannon
  Attack  Roll  modifier
  5+
  +2
  4
  +1
  3
  +0
  2
   -1
  1
   -2
  Table  17:   Critical   Misses   Aboard   Ship
  Roll
  Critical  result
  12
  Chased  up  into  the  rigging
  11
  Runs  out  of  gunshot  (guns  only)
  10
  Falls  overboard;  1-4  Rounds  to  return
  9
  Cornered;  enemy  gets  free  Turn
  8
  Weapon  breaks  or  explodes
  7
  Caught  in  anchor  chain  and  it’s  dropped!
  6
  Hits  powder  kegs;  kill  1-6  fellow  crewmen
  4-5
  Hits  own  self
  1-3
  Hits  friend  or  ally
  Table  18:   Critical   Misses   Up   High
  Roll
  Critical  result
  12
  Runs  out  of  gunshot  (guns  only)
  11
  Drops  weapon  to  places  far  below
  10
  Agility  Check  or  fall  to  your  death
  6-9
  Falls  into  water;  1-6  Rounds  to  return
  4-5
  Falls  to  hard  surface;  1-6  Base  Damage
  1-3
  Hits  friend  or  ally
  Table  19:   Critical   Misses   In   Caverns
  Roll
  Critical  result
  12
  Trips; -3  to  next  attack
  11
  Runs  out  of  gunshot  (guns  only)
  10
  Causes  cave-in;  1-6  random  people  buried
  6-9
  Ricochet  (guns  only);  hits  random  target
  4-5
  Hits  own  self
  1-3
  Hits  friend  or  ally
  Table  20:   Critical   Misses   In  Water
  Roll
  Critical  result
  12
  Blood  attracts  1-12  sharks  (at  sea  only)
  11
  Exhausted;  Endurance  Check  or  drown
  10
  Hits  friend  or  ally
  6-9
  Weapon  lost  (powder  wet  for  guns)
  4-5
  Caught  on  bottom;  underwater  1-6  Rounds
  1-3
  Hits  own  self
  Table  9:   Poisons
  Roll
  Poison’s  speed
  11-12
  Every  week
  9-10
  Every  day
  4-8
  Every  1-12  hours
  2-3
  Every  hour
  1
  Every  Turn
  
  ILL   GOTTEN   GAMES
  Table  29:   Weapons
  Weapon
  Found
  Cost
  Weight
  Damage
  Blunderbuss
  8
  18
  14
  9
  Boarding  axe
  12
  3
  10
  5
  Chain
  12
  1
  12
  2
  Club
  12
  1
  8
  1
  Cutlass
  10
  10
  10
  7
  Dagger
  12
  2
  5
  3
  Gunshot
  12
  1
  5
  NA
  Longsword
  8
  8
  9
  5
  Machete
  5
  4
  7
  4
  Musket
  6
  25
  12
  7
  Pike
  7
  2
  8
  4
  Pistol
  9
  20
  5
  6
  Rapier
  10
  6
  6
  3
  Table  30:   Armor
  Armor
  Found
  Cost
  Guard
  Weight
  Buckler
  1
  10
  1
  30
  Helmet
  3
  12
  1
  10
  Spanish  plate
  1
  90
  4
  45
  Thick  clothing
  9
  7
  1
  15
  Wooden  armor
  2
  15
  2
  20
  Table  27:   Clothing
  Clothing
  Found
  Cost
  Captain’s  coat  (or  hat)
  11
  10
  Cloak
  5
  8
  Eye-patch
  12
  2
  False  arm
  3
  12
  False  eye
  1
  15
  False  teeth
  2
  30
  Fencing  gloves
  8
  2
  Hook
  10
  6
  New  clothes
  12
  3
  Pegleg
  10
  4
  Secret  cache
  1
  6
  Uniform
  2
  10
  Table  31:   Livestock
  Animal
  Cost
  Found
    Int.
  Move
  Carry
  Burrow
  20
  10
  2
  100’
  35
  Horse
  70
  9
  3
  300’
  40
  Monkey
  20
  3
  7
  70’
  3
  Mule
  30
  10
  2
  80’
  40
  Parrot
  10
  5
  6
  150’
  1
  Snake
  30
  8
  1
  20’
  0
  Table  21:   Coin   Values
  Type  of  coin
  Nation
  Domestic
  Foreign
  Crowns
  Britain
  +3
  -2
  Daalders
  Holland
  +2
  -2
  Doubloons
  Spain
  +2
  -0
  Ducats
  Holland
  +1
  -0
  Guineas
  Britain
  +2
  -1
  Louis  d’ors
  France
  +2
  -3
  Nine  deniers
  France
  +0
  -1
  Pieces  of  eight
  Spain
  +3
  +1
  Table  22:   Bartering
  Roll
  Price  change
  12
  Better  by  20%
  11
  Better  by  10%
  10
  Better  by  10%
  8-9
  Better  by  5%
  5-7
  No  change
  3-4
  Price  20%  worse
  2
  Price  40%  worse
  1
  No  longer  interested  in  purchase
  Table  28:   Equipment
  Item
  Found
  Cost
  Weight
  Backpack
  10
  3
  3
  Book
  11
  4
  2
  Candle
  12
  1
  2
  Canteen
  12
  3
  10
  Compass
  11
  10
  1
  Explosives
  6
  40
  30
  Hourglass
  9
  8
  10
  Lantern
  12
  4
  6
  Lock
  12
  5
  4
  Lockpicks
  3
  5
  2
  Oil  flask
  11
  2
  10
  Parchment  (5  sheets)
  11
  1
  1
  Pen  and  ink
  11
  1
  3
  Pocketwatch
  4
  20
  1
  Rations  (10  days)
  12
  1
  20
  Rope  (10’)
  12
  2
  2
  Rum  (1  bottle)
  12
  2
  10
  Sack
  12
  1
  4
  Scroll  case
  8
  2
  1
  Spyglass
  10
  25
  7
  Tinder  box
  12
  3
  1
  Torch
  12
  1
  4
  
  ARTICLES   OF   ABILITIES
  Table  51:   Brawn
  Score
  Melee  Damage
  Maximum  lift
  12
  +5
  300
  11
  +4
  280
  10
  +3
  260
  9
  +2
  240
  8
  +1
  220
  7
  +1
  200
  6
  -
  180
  5
  -
  160
  4
  -
  140
  3
  -
  120
  2
  -
  100
  1
  -
   50
  Table  52:   Agility
  Score
  Missile  Attacks
  Defense  Score
  12
  +3
  +4
  11
  +2
  +3
  10
  +2
  +3
  9
  +2
  +2
  8
  +1
  +2
  7
  +1
  +1
  6
  +1
  +1
  5
  -
  +1
  4
  -
  -
  3
  -
  -
  2
  -
  -1
  1
  -
  -1
  Table  54:   Girth
  Score
  Prostitutes
  Slow  Death
  12
  +3
  +2
  11
  +3
  +2
  10
  +2
  +1
  9
  +2
  +1
  8
  +2
  +1
  7
  +1
  -
  6
  +1
  -
  5
  +1
  -
  4
  -
  -
  3
  -
  -
  2
  -1
  -
  1
  -1
  -
  Table  56:   Intuition
  Score
  Searching  Checks
  Defense  Score
  12
  +4
  +3
  11
  +3
  +3
  10
  +3
  +2
  9
  +2
  +2
  8
  +2
  +1
  7
  +1
  +1
  6
  +1
  +1
  5
  -
  -
  4
  -
  -
  3
  -1
  -
  2
  -1
  -
  1
  -1
  -1
  Table  57:   Charisma
  Score
  Crew’s  rolls
  Base  Morale
  12
  +3
  55
  11
  +3
  50
  10
  +2
  45
  9
  +2
  40
  8
  +2
  35
  7
  +1
  30
  6
  +1
  25
  5
  +1
  20
  4
  20
  3
  -
  15
  2
  -
  10
  1
  -
  5
  Table  58:   Luck
  Score
  Finding  purses
  Crew  parties
  12
  +2
  +3
  11
  +2
  +2
  10
  +1
  +2
  9
  +1
  +1
  8
  +1
  +1
  7
  +1
  +1
  6
  +1
  -
  5
  -
  -
  4
  -
  -1
  3
  -1
  -1
  2
  -1
  -2
  1
  -2
  -3
  
SOURCE: textdata/thevault/Pirates/Pirates Pirates - reference sheets {NDG2001c}.pdf