TEXT: 1
  Issue Six, 
  Summer 2006
  
  2
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  15 COPYRIGHT NOTICE
   Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson
  Seas of Blood Copyright 2001, Mongoose Publishing,
  Fading Suns: D20 Copyright 2001, Holistic Designs, Inc.
  Skull & Bones Copyright 2003, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart and Gareth-Michael Skarka
  Buccaneers & Bokor, Issue 6 copyright ©2006 Adamant Entertainment
  W
  elcome to the sixh issue of Buccaneers & 
  Bokor-- just in time for the release of the 
  sequel in the most popular series of Pirate films 
  ever made!    When your players, fresh with enthusiasm 
  from watching Captain Jack struggle against Davey Jones, 
  tell you that they want to roleplay pirates, you’ll be ready!
   
  In this issue, we not only have the long-promised guide 
  to the settlements along the Spanish Main, and the next 
  installment of the “Governor’s Prize” adventure series 
  -- but we also have not one, but two cursed ships, and a 
  guide to using the Knights Templar in your piratical campaigns!
   
   
   
  Gareth-Michael Skarka
   
   
   
  Adamant Entertainment
  Buccaneers & Bokor is published in 
  electronic format quarterly by:
   Adamant Entertainment.
  3415 Morning Dove Circle
  Lawrence KS, 60049
  Information about future issues, sales, 
  and subscriptions can be found at our 
  website: 
  http://www.adamantentertainment.com
  If you are interested in submit-
  ting material for a future issue of 
  Buccaneers & Bokor, please contact 
  the Editor-in-Chief via email at 
  gms@adamantentertainment.com
  Buccaneeers & Bokor, v1 #6
  ©2006, Adamant Entertainment
  100 % Open Content
  
  3
  Introduction
  Sailors and shantymen tell tales of an old ship that eternally 
  sails the Caribbean Sea.  Its captain and crew search for 
  a way out of the sea, but a curse prevents them from 
  ever sighting land.  The ship is doomed to sail within the 
  boundaries of the Caribbean forever.  The ship has been 
  sailing for almost two hundred years, yet ship and crew 
  have not aged a day.
  Early explorers claim to have met the San 
  Esteban on the open sea.  Its captain and 
  crew were very friendly, asking for 
  directions to Cathay or even to home. 
  Some sailorsʼ tales speak of boarding 
  the ship and sharing food and com-
  pany for a while.  Still, all of these 
  early stories ended the same way. 
  The San Esteban would follow the 
  ship to the nearest port, only to turn 
  away just before land was sighted.  
  Some pirate tales are even more 
  unusual.  Pirates have claimed to have 
  seen a shipmate board the San Esteban 
  and kill a crewman, only to see the dying man 
  age several decades as the curse was bestowed on 
  the attacking pirate.  Sometimes this pirate would then turn 
  on a friend, just to be rid of the curse.
  Lately, tales of the San Esteban have turned sinister. 
  Shantymen tell stories of sailors who have been kidnapped 
  by the crew of the San Esteban and forced to join them in 
  eternity, often by forcing them to kill a crewman (impaling 
  oneself after wrapping the chosen victimʼs hand around the 
  blade seems to work).  Sometimes, the San Esteban will 
  pursue a ship with the intention of replacing its entire crew. 
  The cursed ship is relentless, and the only way ships have 
  escaped was to get close enough to sight land.
  History
  The tale of the San Esteban begins in the court of King John 
  II of Portugal in 1485.  Christopher Columbus made a pitch 
  for support of an expedition to sail west around the globe to 
  Cathay.  Columbus believed that he could establish a trade 
  route more profitable than the current methods of using land 
  routes through the Middle East or sailing around Africa.
  The Kingʼs experts were skeptical.  While Columbus claimed 
  that the circumference of the world was almost 
  16,000 miles, the experts correctly believed 
  that the distance was much longer than that 
  and therefore no ship could complete the 
  trip without running out of supplies and 
  leaving the crew to die of starvation.  
  In addition, Columbus made a number 
  of demands that dissuaded the King to 
  support him.  He denied Columbusʼ 
  request.
  Still, as Columbus went elsewhere to 
  make his pitch, King John had a change of 
  heart.  It was conceivable that Columbus 
  was correct, and the King feared that an 
  opportunity might be slipping through his fin-
  gers.  He ordered an ambitious but expendable 
  naval captain to pilot a ship westward to test the 
  accuracy of Columbusʼ claims.  Captain Esteban 
  Cabrera was promised untold riches and rewards if he could 
  establish a route between Portugal and Cathay across the 
  Atlantic.  Captain Cabrera outfitted a ship he christened the 
  San Esteban after his saintly namesake.  The San Esteban 
  left Lisbon in 1487.
  History recorded Columbusʼ first voyage, but he actually 
  retraced Captain Cabreraʼs steps.  Due to the secrecy of 
  Cabreraʼs mission, no one knew where the San Esteban 
  was headed.  When the San Esteban docked at the Canary 
  By Walt Ciechanowski 
  
  4
  Islands for its final restocking, Captain Cabrera claimed that 
  he was looking for pirates.  
  The San Esteban sailed west for two months.  Because he 
  was using Columbusʼ calculations, Cabrera thought he was 
  nearing Japan.  Once the crew spotted birds, Cabrera excit-
  edly followed them.  Within a day, the lookout spotted land. 
  Cabrera and a few of his men went ashore, confident that 
  they would meet with a Cathayan dignitary.  What he found 
  was a primitive Caribbean tribe.
  Unlike Columbus, Cabrera was not fooled about his posi-
  tion for long.  Once the San Esteban had visited a handful 
  of islands, it became clear to the Captain that he was not 
  where he was supposed to be, and that perhaps the Kingʼs 
  experts were correct.  Still, he continued investigating every 
  island that his lookouts spotted.  His frustration grew with 
  each disappointment.
  As part of his frustration, Captain Cabrera stopped trying 
  to negotiate with native tribes and began enslaving them, 
  partially to ease the burdens on his crew and partially in the 
  hope of learning where Cathay was in relation to their posi-
  tion.  Cabrera killed any natives that he found troublesome.
  Unfortunately for Cabrera and his crew, Cabreraʼs policies 
  got the better of him.  He fancied one of the native women 
  and took her to his quarters.  When the womanʼs father pro-
  tested, Cabrera ordered him killed.  When Cabrera finally 
  emerged to question the rest of his prisoners, the womanʼs 
  uncle, a priest, was brought before him.  As Cabrera prepared 
  to interrogate the priest, one of the lookouts in the Crowʼs 
  nest shouted that he had sighted another island. As Captain 
  Cabrera spat something in frustration, the priest uttered a 
  curse that affected the entire crew. The curse wrapped itself 
  around Cabreraʼs own words:
  “If I never see land again, it will be too soon.”
  Captain Esteban Cabrera got his wish.
  Under the Curse
  The exact words of the Caribbean priestʼs curse are lost to 
  history, but the effect was powerful.  The San Esteban was 
  doomed to forever sail the Caribbean, never coming close 
  enough to land to spot it.  Captain Cabrera and his crew 
  effectively became immortal, but were tied to the shipʼs fate.  
  The crew also lost all sense of time.
  The first ship that the San Esteban encountered was the 
  Gato, a Spanish vessel.  Although it was 1547, Captain 
  Cabrera told the Spanish captain that they had been lost for 
  several months, surviving on fish and the remainder of their 
  provisions.  The captain of the Gato informed them that 
  there was no way to Cathay west of the Caribbean; Captain 
  Cabrera would need to sail south around Cape Horn.  Before 
  leaving, some of the crew of the San Esteban asked the crew 
  of the Gato to take messages back to their families.  Once 
  the Gato stopped in Lisbon several months later, they were 
  surprised to discover that most of the families had been dead 
  for years.  Worse, there was no official record of the San 
  Esteban due to its covert mission.
  Similar stories would crop up over the next century.  A 
  common theme was Captain Cabreraʼs refusal to acknowl-
  edge any ships that had visited before, or that more than a 
  few months had passed since being cursed by the priest. 
  As time went on, some of the crew started to realize their 
  predicament, perhaps because the curse was not as binding 
  on them.
  At first, the crew mutinied, locking away Captain Cabrera 
  and heading for the nearest shore.  The mutiny lasted until 
  the ship was just about to come within sight of land.  Once 
  that happened, the ship mysteriously turned around and 
  Captain Cabrera appeared on deck.  He remembered nothing 
  of the mutiny and gave orders as if he had been in control 
  all along.  The crew tried it again.  And again.  And again.  
  Each time, something similar happened.
  Some of the crew attempted to steal a rowboat and make 
  their way to shore.  Captain Cabrera ordered them found. 
  The fleeing crewmembers found that they could never spot 
  land and remained at sea until hunger forced them to surren-
  der.  Captain Cabrera captured them and threw them in the 
  brig.  The next day, the crewmen awoke in their own beds 
  and the Captain remembered nothing.
  Hope turned to despair.  Some crewmen attempted to drown, 
  hang, or even shoot themselves.  Each time, the effect lasted 
  only until dawn.  At that point, the deceased crewman would 
  wake up in his own bed.  If a crewman got another to shoot 
  him or run him through, the offender would be thrown in 
  the brig and both would wake up in their own beds the next 
  day.  
  In 1600, the San Esteban encountered an English vessel, the 
  Wings of Victory.  A crewman stowed away.  Days later, the 
  English captain was at a loss as to why he could not reach 
  Kingston or any other port.  The stowaway was discovered 
  and promptly thrown overboard.  The ship still could not 
  find a port, and the stowaway returned the next day.  He 
  was hung, but the ship still could no longer return to shore. 
  Within a day, the San Esteban reappeared to collect its 
  
  5
  wayward sailor.  When the English captain explained what 
  happened, Captain Cabrera pointed to the sailor who had 
  acted as executioner and claimed him as his crewmen.  The 
  frightened English crew handed over the executioner and 
  only then was the English vessel able to resume its course 
  and sail into Port Royal.
  By 1610, the rules changed.  A Spanish vessel, La Senorita 
  Bonita, met the San Esteban at sea.  Without warning, the 
  San Esteban fired on the Spanish ship.  The Estebanʼs crew 
  boarded the Senorita and began throwing themselves onto 
  Spanish-held weapons.  As the Senoritaʼs captain real-
  ized what was happening, he ordered his remaining crew 
  to throw everyone affected by the curse overboard as he 
  steered clear.  The Senorita lost over half its crew.
  Today, all ships steer clear when they sight the San Esteban. 
  There are rumors that the crewmen of the old vessel will do 
  whatever they can to get others to take their place, even if 
  they are told that doing so will be a death sentence.  Final 
  death is preferable to the living death that they are forced to 
  endure.  Sailors have been told that, once the San Esteban 
  has you in her sights, head for the nearest shore.  Only then 
  can you be sure that you will not fall under the Curse of the 
  San Esteban.
  Game Effects
  While no one is certain what the exact wording of the 
  curse entailed, the following effects of the curse are as 
  follows:
  •  Captain Cabrera, his ship and crew, are all effectively 
  immortal.  They can be fought and killed (or sunk) normally, 
  but they all regenerate.
  •  Captain Cabrera seems to have no long-term memory.  
  Although he remembers his entire life up to his curse, 
  everything since then seems to be a months-long blur.  
  Captain Cabrera will forget the events of the previous day 
  unless there is an unresolved course of action (besides 
  looking for a way out of the Caribbean) that he needs to 
  ﬁnish, such as hunting down a lost crewman or pursuing 
  another ship.  Getting close to sighting land will wipe away 
  Cabreraʼs memory, no matter what is left unresolved.
  •  The crew does remember everything, although years seem 
  like days to them.  They are still subject to the curse and are 
  unable to get close enough to sight any land.
  •  While Captain Cabrera will not entertain the notion (and 
  the curse can never be lifted from him), the crew will do 
  whatever they can to ensure that someone else will replace 
  them.  The most common method is to get someone to kill 
  them.  At this point, the San Esteban crewman is freed and 
  the killer becomes part of the eternal curse.  Interestingly, 
  only white Europeans (or their descendants) will make suit-
  able replacements.  Captain Cabrera will accept no one else 
  as part of his crew.  As a result, San Esteban crewmen killed 
  by such men or women will simply regenerate.
  •  Once a crewman is replaced, Captain Cabrera will not 
  pursue the original crewman.  Many younger crewmen take 
  advantage of this loophole, stowing away on passing ships 
  after having been “killed.”
  •  Once a former crewman of the San Esteban becomes 
  “mortal” again, time catches up with him immediately.  His 
  body will accelerate to its natural age.  If this takes the sailor 
  past his natural lifespan, he dies.
  Rumors
  All legends spawn rumors.  Some rumors of the San Esteban 
  are listed below.  These rumors could be true, partially true, 
  or completely false.  Shantymen, sailors, and innkeepers 
  may know one or more of these rumors.  The GM should 
  feel free to embellish these rumors with varying ship names 
  or circumstances.
  1. The San Esteban is actually the Santa Maria, which 
  did not actually sink as Columbus claimed.  The crew was 
  cursed for mutiny.  False.  The Santa Maria did sink.
  2.  A slave ship crew escaped their fate by offering slaves to 
  replace the San Estebanʼs crew.  False.  Captain Cabrera 
  will not accept slaves as part of his crew.
  3.  If you can outrun the San Esteban long enough to sight 
  land, you are safe.  True
  4.  The San Esteban has been sailing the Caribbean Sea for 
  about two hundred years. True
  5.  The San Esteban only attacks pirate (or other category 
  of) vessels.  Partially true.  It attacks all vessels.
  6.  You can voluntarily enlist with Captain Cabrera for a 
  period of time, after which you are free to go, never having 
  aged a day.  Mostly false.  This is a favorite legend among 
  escaped convicts.  While you can voluntarily serve with 
  Captain Cabrera, that commitment will quickly become 
  permanent.  The part about aging is also false.
  
  6
  7.  The San Esteban only appears at night (or other condi-
  tion).  False.  The ship can appear at any time.
  8.  If you escape the San Esteban after your natural lifespan, 
  you will age and die.  True
  9.  If you are replaced, you can escape the curse by forcing 
  the original crewman to kill you.  True.
  10.  Once the San Esteban is encountered, your ship will 
  not be left alone until it has given up some of its crew for 
  replacement.  False.  Once land is sighted, the San Esteban 
  will leave it alone.  Any future encounters are coincidence.
  Modifications
  The GM should feel free to modify this legend in order to 
  suit his campaign.  Some possibilities are listed below.
  The range of the San Esteban need not be limited to the 
  Caribbean Sea.  The Gulf of Mexico and the Great Bahama 
  Bank are also appropriate bodies of water.  The GM could 
  also limit the San Esteban to these bodies of water (or any 
  other roughly enclosed body of water), if desired.
  The crew of the San Esteban is still essentially human.  A 
  GM looking for a more horriﬁc event can have the ship 
  manned by zombies, with age determining how much ﬂesh 
  is on their bones.  In this case, the zombie ship may simply 
  capture other crews to regenerate their own ﬂesh.
  The crew of the San Esteban may be as clueless as Captain 
  Cabrera and unaware of their fate or the need to escape it.  
  This works best if the PCs are unaware of the legend.  The 
  encounter would be a cordial one, although the PCs may 
  wonder why the crew of the San Esteban doesnʼt realize 
  that Central America is in its way.  Of course, the game is 
  up as soon as a PC kills one of the crew and receives the 
  curse.
  Captain Cabrera was created as a 10th level character.  He 
  and his crew can be moved up or down levels as desired.
  Plot Possibilities
  1. A pirate ship encounters the San Esteban. One of the San 
  Estebanʼs crewmen stows away on the pirate ship and forces 
  a crewman to kill him.  He then grows old and dies.  The 
  pirate ship cannot make it to land without disposing of the 
  now-changed crewman.  Unfortunately, whoever dispatches 
  him will acquire the curse.  The only way to permanently 
  dispose of him is to take him to the San Esteban or replace 
  him with another victim.
  2. A pirate ship meets the San Esteban.  Luckily, the crew 
  recognizes the ship and steers clear.  Unfortunately, the San 
  Estebanʼs crew sees an opportunity and mutinies, locking 
  Captain Cabrera below and chasing after the pirate ship. 
  Unless the pirate ship can outrun the San Esteban long 
  enough to sight land, its crew may end up joining Captain 
  Cabrera in eternity.
  3. A woman of means has lost her fiancé and will pay hand-
  somely for his safe return.  Unfortunately, her fiancé has 
  fallen to the curse and has become part of the San Estebanʼs 
  crew.  Can they find some way to save him?
  4. In an unlikely event, two ships cross paths with the San 
  Esteban at approximately the same time.  One of the San 
  Estebanʼs crew gets a sailor from one ship to kill him and 
  then stows away on the other vessel.  The one boat must 
  track the other before the offending sailor can get lost in the 
  port city (or perhaps the PCʼs vessel finds itself being fired 
  upon for unknowingly carrying the culprit).
  5. The PCʼs ship picks up a refugee who immediately forces 
  a PC to kill him.  The PC is now cursed.  How will he 
  remove it before Captain Cabrera comes to claim him? (This 
  works best with an honorable PC).
  
  7
  Stats
  Captain Esteban Cabrera
  Captain Cabrera is a prideful man who runs a tight ship. 
  He is a handsome man with a deep tan from many years at 
  sea.  He wears captainʼs clothes that are two centuries out of 
  fashion and carries a rapier.  He has also taught himself how 
  to use a blunderbuss pistol.
  Fgt4/SO6, CR 10; Medium-size, 65 hp; Init +7; Spd 
  30 ft; AC 18 (breast & back + Dex); Atk +10/+4 melee 
  (1d6+2/18-20/x2 rapier), +11/+5 ranged (1d12/x3 
  blunderbuss pistol); AL N; SV Fort +7, Ref +6, Will +9; Str 
  14, Dex 16, Con 13, Int 13, Wis 12, Cha 18.
  Skills and Feats: Balance 8, Climb 4, Diplomacy 
  13, Intimidate 13, Jump 4, Knowledge (Sea Lore) 7, 
  Profession (sailor) 7, Sense Motive 11, Speak English, 
  Speak French, Speak Spanish, Spot 6, Swim 4, Use 
  Rope 8; All Armor Proficiencies, All Shield Proficiencies, 
  Combat Reflexes, Command (Morale Bonus, Readiness), 
  Improved Initiative, Iron Will, Leadership, Martial Weapon 
  Proficiency, Negotiator, Quick Draw, Seagoing, Simple 
  Weapon Proficiency, Skill Expert (Intimidate) Two-Weapon 
  Fighting.
  Regeneration: One hit point per round.
  San Esteban Crew
  The crew of the San Esteban can be of any European nation-
  ality from any period of time since the bestowal of the curse. 
  There is no “crew roster,” since most sea captains know 
  how dangerous it is to fire on the San Esteban.  Each crew-
  man should be treated as an individual.  For guidance, two 
  standard crewmen are given here.  The first is a “seasoned” 
  crewman who will die if the curse is lifted, and the other is 
  a relatively new crewman.  Note that “seasoned” does not 
  necessarily mean “high level,” as the crewmen donʼt feel the 
  effects of time as much as normal.
  Seasoned Crewman: Fgt6, CR 6; Medium-size, 47 hp; 
  Init +6; Spd 30 ft; AC 17 (breast & back + Dex); Atk +7/+2 
  melee (1d6+1/18-20/x2 rapier), +8/+3 ranged (2d4/x3 
  pistol); AL NE; SV Fort +7, Ref +4, Will +3; Str 13, Dex 
  15, Con 14, Int 10, Wis 13, Cha 8.
  Skills and Feats: Balance 5, Knowledge (Sea Lore) 6, 
  Listen 5, Profession (sailor) 4, Spot 5, Swim 6, Use Rope 
  3; All Armor Proficiencies, All Shield Proficiencies, Agile, 
  Alertness, Athletic, Improved Initiative, Martial Weapon 
  Proficiency, Quick Draw, Rapid Reload, Simple Weapon 
  Proficiency, Skill Focus (Sea Lore) Two-Weapon Fighting.
  Regeneration: One hit point per round.
  New Crewman: Sdg1, CR 1; Medium-size, 12 hp; Init +0; 
  Spd 30 ft; AC 12 (Dex); Atk +2 melee (1d6+2/18-20/x2 
  cutlass), +3 ranged (2d4/x3 pistol); AL NE; SV Fort +4, 
  Ref +6, Will +1; Str 12, Dex 15, Con 14, Int 10, Wis 13, 
  Cha 8.
  Skills and Feats: Balance 4, Knowledge (Sea Lore) 2, 
  Listen 3, Profession (sailor) 5, Spot 3, Survival 3, Swim 
  5, Use Rope 2; Armor Proficiencies (light and medi-
  um), Athletic, Close Quarters, Lightning Reflexes, Martial 
  Weapon Proficiency, Simple Weapon Proficiency.
  Fortune: Superstituous
  Regeneration: One hit point per round.
  The San Esteban 
  (5th level Legendary Vessel)
  While more properly a “nau,” the stat block for the West 
  Indiaman is used here for the San Esteban.  This ship uses 
  the Legendary Vessel rules from Buccaneers & Bokor, 
  Issue One.
  Draft: 4 fathoms
  Structure Points:  60
  Hardness: 5
  Maneuverability: 0 (-2 Merchantman, -2 size, +4 
  legendary)
  Speed: 150ft./15 knots
  Turn Rate: 2
  AC: 9 (-2 Merchantman, -2 size, +3 legendary)
  Weapons Fore: Demi-culverin x 4
  Weapons Aft: Demi-culverin x 6
  Weapons Broadside: Culverin x 24
  Damage: Demi-culverin 1d4, culverin 2d4
  Special Qualities: +4 BAB, Beat to Quarters, Runs like the 
  Devil, Streamlined
  Crew: 100
  Cargo: 160 tons (pillaged from other vessels, contains only 
  practical items (provisions, extra shot, etc.)
  
  8
  Armed with the key to a pirateʼs treasure, the characters 
  must travel to the mysterious Yucatan to find this treasure 
  chest before its owner, the notorious Albert de Montblanc, 
  finds them.
  This Skull & Bones 
  adventure is intended for 
  characters of 2nd or 3rd 
  level.  The characters 
  must have possession of 
  their own ship.  Stats for 
  the Fortune, an appro-
  priate ship, are provided 
  if needed, along with its 
  crew (see Appendix B, 
  below).
  Though “Never Make 
  a Deal with a Pirate” 
  is intended as part of 
  the “Governorʼs Prize” 
  series, it is not necessary 
  to play each of the parts 
  of the series, though 
  they should be played in 
  order if possible.
  Background
  Prior to the start of this 
  adventure, there are a 
  few story elements of 
  which the Game Master 
  should be aware.  In order to understand what is 
  going on, the Game Master should be aware of what 
  has transpired already, and what is to come.
  If “Never Make a Deal with a Pirate” is being played 
  as part of the “Governorʼs Prize” series, the char-
  acters are in possession of a key that opens a trea-
  sure chest known to be in 
  the hands of a pirate named 
  “Bullhead” Willows, who 
  is thought to be holed up in 
  Hellʼs Cove, a pirate hide-
  out on the Mexican coast.  
  Bullhead made a deal with the 
  notorious pirate, Albert de 
  Montblanc to watch a captive 
  in exchange for a chest filled 
  with gold doubloons.  The 
  catch: Albert de Montblanc 
  was to hold the key until the 
  captive was returned to him.  
  Unbeknownst to Bullhead 
  was that the captive was 
  none other than the Governor 
  of Port Royal, William 
  Haverford.
  Earlier in the series, the 
  characters found a journal 
  that exposes the current 
  Governor of Port Royal as 
  James Galloway, a master 
  of disguise who has been act-
  ing as the Governor of Port 
  Royal for a short time.  The 
  journal makes mention of 
  a deal between Montblanc 
  and Galloway to take the 
  actual Governor away from Port Royal and hold him 
  hostage.  Montblanc then turned Haverford over to 
  Bullhead Willows in Hellʼs Cove, and headed back to 
  GP-3
  Part Three of the
  
  9
  Jamaica.  On the way back to Jamaica, Montblancʼs 
  ship, the Scarborough, encountered a nasty storm 
  and the pirate was forced to abandon ship.  In the 
  violence of escaping the ship, Montblanc lost the 
  key to this chest.  The player characters now have 
  this key in their possession after finding the wrecked 
  Scarborough during the events of GP-1.
  If “Never Make a Deal with a Pirate” is being played 
  as a standalone adventure, the PCs have received 
  a mysterious key as well as a map to Hellʼs Cove, 
  a secret pirate hideout on the Yucatan.  The key 
  opens a chest that contains a vast store of gold dou-
  bloons.  Rumor has it that this chest is in the pos-
  session of “Bullhead” Willows, a pirate known to 
  frequent Hellʼs Cove.  The PCs are in Leogane, on 
  Hispaniola, and have learned that another pirate, 
  Albert de Montblanc, is after them for the treasure.
  Setting and Scope
   “Never Make a Deal with a Pirate” is set in the 
  Caribbean, during the time period from 1670 – 1690.  
  It does not contain historical figures or references, so 
  the Game Master has some room with which to work 
  in an ongoing game.  
  Characters start in Leogane, Hispaniola and are 
  about to leave for the Mexican coast in search of 
  Hellʼs Cove.  In doing so, they will cross about a third 
  of the Caribbean, so there is quite a bit of sea travel.  
  The adventure begins in late April or early May.
  The previous adventure, “A Widow, a Necklace, and 
  a Skeleton Key” provided a map to Hispaniola and 
  details regarding this French holding.  While it has 
  no real bearing on this adventure, knowing where the 
  characters start play may be of interest to you.  In 
  addition, a map of the fictitious Hellʼs Cove is provid-
  ed here for your use.  Feel free to reuse this setting 
  for other pirate adventures.
  Adjusting the Adventure
  “Never Make a Deal with a Pirate” is intended for 
  4 Player Characters of at least 2nd level, with no 
  access to magic.  If you want, you can modify the 
  adventure to suit higher-level characters, or to add 
  magical elements to the adventure.
  Scaling for higher-level characters is not difﬁcult.  The 
  easiest way to accomplish this is simply by increas-
  ing the number of opponents in any of the combat 
  encounters.  You can also raise the difﬁculty by add-
  ing other elements, such as weather effects, addi-
  tional ships, NPC mutinies, etc.
  The Hook
  At the beginning of “Never Make a Deal with a 
  Pirate”, the Player Characters are in Leogane, 
  Hispaniola.  If the characters have played through “A 
  Widow, a Necklace, and a Skeleton Key”, they can 
  use the same ship from that adventure.  Otherwise, if 
  this is their first adventure together, assume they all 
  know each other.  The PCs start the adventure travel-
  ing in their own ship, and thus must be able to work 
  together to a certain degree.  It is important that one 
  of the Player Characters be designated as Captain, 
  and owns the ship.  Other than that, the other PCs 
  can serve as officers, or have whatever role you 
  choose.
  Assume that the PCs have a ship of some kind (a 
  sample ship, the Fortune, is provided in Appendix 
  B, along with crew), and have enough supplies for 
  a month.  The PCs have just signed a green crew 
  who have not worked together before.  If the char-
  acters have completed “A Widow, a Necklace, and 
  a Skeleton Key”, they should have the same crew.  
  You can allow the PCs to acquire additional crew, but 
  there is a short period of time to do this, as the PCs 
  are aware that Albert de Montblanc is hot on their 
  trail.
   
  If this is the PCsʼ first adventure, and youʼre not sure 
  how to bring a ship into the PCsʼ possession, try one 
  of the following:
  • 
  One of the PCs had a relative (father, uncle, 
  grandfather, older brother) or close friend 
  to the family who was a pirate, and has just 
  retired (or died) and left the ship to the char-
  acter in question.  If you use this option, make 
  sure the PCʼs family is in the Caribbean, and 
  that this fits with the characterʼs Background.
  • 
  The characters all served together aboard a 
  ship that had a mutiny.  A great battle took 
  place on board, and there were few survivors, 
  and among these were the PCs.  One of the 
  PCs was named Captain, and they sailed 
  back to Port Royal to hire on more crew (most 
  were killed in the mutiny).
  
  10
  • 
  As a result of a miscommunication, one of 
  the characters was challenged to a duel.  The 
  challenger, a pirate, believes this character to 
  have insulted him gravely.  This insult can be 
  anything you choose, from insulting his fam-
  ily, or a lady in his presence, or even his ship!  
  In any event, the character defeats the pirate 
  who is forced to give over his ship to the 
  character, but the pirate retains his own crew.  
  This pirate could serve as an Enemy for this 
  character if applicable.
  • 
  One of the characters, a clever (and appar-
  ently lucky) gambler, has won a small ship in 
  a game of chance.  The Captain giving up the 
  ship is not at all pleased, and may serve as 
  an Enemy for that character if applicable.
  If the Player Characters have completed “A Widow, 
  a Necklace, and a Skeleton Key”, the second adven-
  ture in the “Governorʼs Prize” series, the characters 
  should be well motivated to travel to Hellʼs Cove and 
  pry the chest of gold from Bullhead Willows.  They 
  know that Albert de Montblanc is after them, and 
  should make haste to the Yucatan.
   
  Should “Never Make a Deal with a Pirate” be run as 
  a standalone adventure, the GM must slightly alter 
  the adventure, removing story-based elements that 
  are intended to run as part of the series.  Notably, 
  Albert de Montblanc has been setup as a recurring 
  villain, and is involved in a scheme to support James 
  Gallowayʼs posing as the Governor of Port Royal.  
  You can easily remove that part of the story without 
  obviating Montblancʼs desire to stop the PCs.  They 
  are, after all, in possession of a key to his treasure 
  chest, and the pirate has a good idea where the PCs 
  will go to find it. 
  Though “Never Make a Deal with a Pirate” is intend-
  ed to be run as the third part of the “Governorʼs 
  Prize” series, it can also be run as a standalone 
  adventure.  No other changes, other than those men-
  tioned above, need be made to modify the adventure.  
  See the Conclusion below for ways in which to pro-
  pel “Never Make a Deal with a Pirate” into another 
  adventure, or into “Secret of the Island”, the final 
  installment of the “Governorʼs Prize” series.
  Sway and the Crew
  As “Never Make a Deal with a Pirate” begins, the 
  Player Characters have had the same crew for a 
  short period of time.  They may also have hired new 
  crew members to take the place of dead or dismissed 
  ones.  Make sure to take this short service time into 
  consideration when it comes time to make any Sway 
  checks.  This adventure will involve a great deal of 
  sea travel, so make sure to keep track of Sway, espe-
  cially if you are considering running the rest of the 
  series with the same characters.  
  See p. 71-74 in Skull & Bones for more information 
  on tracking Sway and making Sway checks.  
  Encounters
  There are six encounters in “Never Make a Deal with 
  a Pirate”.  See below for the details of each of these 
  encounters.
   
  The Player Characters begin “Never Make a Deal 
  with a Pirate” in Leogane, Hispaniola.  If this adven-
  ture is being run as the third installment of the 
  “Governorʼs Prize” series, the PCs are about to leave 
  Leogane for the Yucatan and the mysterious Hellʼs 
  Cove.
  Ambush at the Docks [EL 2]: 
  Prior to leaving Leogane in search of Hellʼs Cove, 
  Soliere Archambeau (see GP-2: A Widow, a 
  Necklace, and a Skeleton Key) approaches the 
  Player Characters.  He wishes to give them some 
  advice before leaving port.  This scene should take 
  place just as the characters are about to leave – no 
  one should be away from the ship at this point shop-
  ping or taking care of other matters.
  Soliere Archambeau, de facto ruler of Leoganeʼs 
  criminal underbelly, approaches your ship as 
  you ready to leave port.  He is alone, but not 
  unarmed.  Archambeau has a smile on his face 
  as he regards your vessel.
  “It has been too long since I sailed the high seas,” 
  Archambeau says.  “I was once a pirate, you 
  know.  This business I find myself in now… the 
  life of a pirate is so much simpler.  Count your-
  selves lucky.”
  
  11
  The French buccaneer nears the gangplank.  
  “Permission to come aboard, Captain?  I have an 
  urgent matter to discuss with you and your offi-
  cers.”
  Assuming the PCs allow him aboard, continue:
  Regrouping in the galley, which is cleared of any 
  rabble (at Soliereʼs suggestion), the conversation 
  continues.
   
  “Gentlemen, I understand that you sail for Hellʼs 
  Cove.  While it has been long since I have been 
  there myself, perhaps I can offer you some help-
  ful advice about that place.  Hellʼs Cove is a 
  pirateʼs hideout, and has been in existence for 
  more than 30 years.  They are careful about who 
  is let inside, and who is allowed to leave knowing 
  its location and existence.”
   
  Soliere looks around the galley, examining each 
  of you.  “First off, getting into Hellʼs Cove is 
  deceptively easy.  But there is a catch.  Once you 
  find the place, there are underwater reefs that 
  would tear this shipʼs hull apart.  I happen to know 
  the way in.”
   
  “When you first reach Hellʼs Cove, you will see 
  several dead ships in the shallows.  One of these 
  is a Dutch ship called the Fluyt Vries.  You will 
  know it because the Fluyt Vries is the largest 
  wreck in the area and still flies a tattered Dutch 
  flag.  In order to avoid the reefs, tack at a 45 
  degree angle towards this shipwreck until you 
  can clearly see through the tunnel into Hellʼs 
  Cove.  At this point, steer directly into the tunnel.  
  Approaching from any other tack may damage or 
  destroy your ship entirely.”
   
  The French buccaneer takes a swig of his wine.  
  “My second piece of advice is that the people of 
  Hellʼs Cove are very secretive, and things must 
  be done in certain ways to earn their trust.  It is 
  very important that you understand not to try to 
  enter Hellʼs Cove during the day.  Everyone who 
  comes to Hellʼs Cove enters at night.  This makes 
  it more difficult for pirate hunters and Spanish 
  warships to find the place.  In addition, there are 
  cannon mounted on the hills outside the place, as 
  well as inside the tunnel.  They will fire upon any-
  one suspicious, or any ship flying a Spanish flag.”
   
  He stands.  “That is all, my friends,” Soliere says.  
  “Good luck to you in your travels.  If ever you 
  find yourselves again in Leogane and in search 
  of employment, you have only to ask.”  The 
  Frenchman shakes your hands and leaves the 
  ship.
  If you are running “Never Make a Deal with a Pirate” 
  as a standalone adventure, Soliere Archambeau is 
  a prior employer, who wishes the characters well 
  in their travels.  Otherwise, refer to “A Widow, a 
  Necklace, and a Skeleton Key” for his statistics, if 
  needed.  He truly wishes the characters well, though 
  he had hoped they could be convinced to stay in 
  Leogane and join his organization.
  As the characters prepare to leave port, and the 
  
  12
  Player Characters are assembled in the Captainʼs 
  quarters examining the map to Hellʼs Cove, there is a 
  disturbance on deck.  When the PCs investigate, they 
  find three dozen of Montblancʼs Men (see Appendix 
  A), who are determined to stop the charactersʼ ship 
  from leaving Leogane.  These men sailed up to the 
  PCsʼ vessel in small rowboats on the seaward side, 
  and used rope and grapnels to board.  The PCsʼ crew 
  has been fighting these intruders for a round or two 
  as the PCs approach.
  The source of the disturbance on deck is readily 
  apparent.  Your crew is doing battle with a slight-
  ly better armed group of strangers.  These men 
  shout things such as, “Your ship will not leave 
  Leogane!”, or “Montblanc will have your heads!”.  
  It becomes quite obvious to you all that Albert de 
  Montblanc has found you.  Sending his minions 
  ahead to dispatch you is just the first step.  You 
  realize that you must quickly leave port, and 
  drive these men off your deck.
  This is a combat scene.  Refer to Skull & Bones pp. 
  100-101 for more information on how NPC crews 
  work.  Essentially, treat each of the groups (the PCsʼ 
  crew and Montblancʼs men) as one character.  They 
  act as one character would, in an abstraction of mass 
  combat.  If the PCs wish to join the combat, they 
  each act independently.
  It would be wise for the Player Characters to end this 
  combat quickly.  Not only must they leave port before 
  Montblancʼs ship finds them, but deaths of the PCsʼ 
  crew must be minimized, as they likely donʼt have 
  much of a crew to begin with.
  Once Montblancʼs men are dispatched, the PCs can 
  freely leave Leogane without any further trouble.  
  They should not dawdle, however.  If the PCs are 
  waiting too long to leave port, have them spot a large 
  ship rounding the port area on the aft side.  It is too 
  far away to determine the shipʼs origin or purpose, 
  but it could very well be Montblancʼs vessel.
  Perils of the Sea [EL 0 or Varies]: 
  Once the PCs are out of Leogane, they will head 
  west toward the Mexican coast, and eventually, 
  the Yucatan Peninsula.  It is a fairly long trip from 
  Leogane across the Western Caribbean to the 
  Yucatan.  This distance runs about 1,000 miles, 
  depending on the route taken.  Feel free to reference 
  the excellent map of the Caribbean found in the Skull 
  & Bones book p.163, or the Guide to the Spanish 
  Main found in this issue.  If you are using this map, 
  Hellʼs Cove is located between Ambergris Cay and 
  Turneffe on the Mexican coast.  
  Allow the PCs to plot their own route to Hellʼs Cove, 
  but remind them of two things.  First, the acting 
  Governor of Port Royal wants their heads, so return-
  ing there is dangerous.  Second, Albert de Montblanc 
  is still after them, so haste is essential.  If Montblanc 
  gets to Hellʼs Cove before the PCs, the French pirate 
  may re-acquire his treasure chest, effectively nullify-
  ing the PCsʼ chance to get it.
  This encounter covers the trip between Leogane and 
  just before arriving at Hellʼs Cove.  If you are pressed 
  on time, feel free to handwave any navigation or 
  weather conditions.  Otherwise, refer to pp. 108-112 
  of the Skull & Bones book for rules on navigation 
  and weather.  There are no specific weather require-
  ments for this encounter, but you can spice up the 
  adventure with the sudden occurrence of a storm or 
  coastal fog, or have the PCs avoid rocky shoals, etc.
   
  You will want to keep track of the PCsʼ daily progress 
  toward Hellʼs Cove.  Each day, figure how close the 
  PCs are to Hellʼs Cove.  There are some specific 
  events that occur in the next encounter, Finding 
  Hellʼs Cove, that depend on the PCsʼ proximity to the 
  pirate haven.
   
  If the PCs are taking too long to sail to Hellʼs Cove, 
  have a member of the crew (someone highly placed, 
  such as the Quartermaster, if that role is not filled by 
  a PC) approach the Captain, inquiring about when 
  the crew can expect to score some prizes (ie., pirate 
  booty).  The NPC voices concerns that the crew 
  is getting restless and a good fight or ship capture 
  would do them well.
  
  13
  Finding Hells Cove  [EL 3 or 5]: 
  This section of the Mexican coast is largely unpa-
  trolled, and is known to be a pirate haven.  Aside 
  from Hellʼs Cove (the PCsʼ destination), there are 
  many other secluded pirate hideouts, from small 
  coves to larger settlements, such as Hellʼs Cove.
   
  When the PCs are within sight of the Mexican coast, 
  run the following encounter.  The PCsʼ ship spots a 
  merchantman bearing towards them.  It is dusk or 
  nightfall (remember that Soliere Archambeau recom-
  mended the PCs arrive at Hellʼs Cove at night), so 
  keep that in mind for sighting purposes.
   
  The ship they have sighted is the Hanby Rose (see 
  Appendix A).  This English merchant ship is en 
  route from La Bahia to Cozumel, picking up native art 
  objects for sale in England.  Having just fought off a 
  pirate attack, the Hanby Rose is not particularly in the 
  mood for another fight, but they will not just surrender 
  to the PCs.
   
  Read the following passage as the PCs sight the 
  Hanby Rose:
  Your spotters have done well.  Even in the waning 
  light of another day at sea, your men have seen 
  a ship on the horizon.  This ship is close enough 
  to determine that it is listing towards your position, 
  and may not be fully crewed.  The more astute 
  among you note that the main sail seems to be 
  damaged, and a few other sails you might expect 
  to see are missing.  It is plain that this ship, 
  whatever she might be, has recently seen some 
  action.
   
  As the ship edges closer, calls for communication 
  in an English accent are heard.  You notice the 
  English flag flying high atop this as yet unidenti-
  fied merchantman.
  The Captain of the Hanby Rose wishes to parlay, sim-
  ply because he doesnʼt want another fight.  His ship 
  is damaged, and he has lost many men.  But he will 
  not surrender to the PCs under any circumstances.  
  If the PCs are flying a Spanish flag or a Jolly Roger, 
  Capt. Nerrington will simply attack once he gets close 
  enough – in that case, he has no need to parlay.
   
  If the PCs donʼt wish to fight, and they are flying 
  an English, French, or Dutch flag, Capt. Nerrington 
  will invite the officers aboard the Hanby Rose for a 
  chat.  Under no circumstances will Capt. Nerrington 
  or his crew board the PCsʼ ship (except for during 
  a boarding encounter).  Should the PCs offer Capt. 
  Nerrington a deal to leave the Hanby Rose alone for 
  anything 1,500dbl or less, he will take it and wish the 
  pirates well.  Any other suggestions will likely lead to 
  a fight.
  The next part of this encounter is entirely optional, 
  but could make for a very interesting situation.  If you 
  wish to throw in some additional intrigue, another 
  ship, the pirate hunter Dolor de Santo Domingo, 
  arrives just as the battle between the PCs and the 
  Hanby Rose erupts.  The Santo Domingo, a Spanish 
  ship, may wait and attack the victor between the PCs 
  and the Hanby Rose, or it may join in on one side or 
  the other (or even attack both ships indiscriminately).  
  The Dolor de Santo Domingo is a Spanish pirate 
  hunter, so she will attack English and French ships of 
  any kind, as well as any pirates.
   
  If you wish to add this to the encounter, read the fol-
  lowing as the PCs and the Hanby Rose prepare to do 
  battle:
  Your gunners and spotters shout warnings as 
  your vessel nears its target.  A third ship, com-
  ing from your starboard, approaches the scene.  
  This new ship is a schooner by all appearances, 
  and is ready for a fight.  As it nears, you spot the 
  Spanish flag flying atop this new participant.
  This encounter can get very complicated.  Make sure 
  that you understand the rules governing ship combat.  
  Boarding actions are very likely during this battle, so 
  make sure you understand those as well.  Crew and 
  ships for the NPCs are given in Appendix A.
  Once the PCs are done with this scene, they can 
  proceed to attempt to enter Hellʼs Cove.  According to 
  Soliereʼs directions, the PCs must find a ship called 
  the Fluyt Vries, a wreck still flying the Dutch flag.  The 
  PCs come upon a veritable ship graveyard.  It is a 
  relatively simple Spot check (DC 15) to determine 
  which ship is the Fluyt Vries.  Allow the PCs and/or 
  NPC crewmen to aid another for this check.  There 
  should be one roll for every 10 minutes of searching.
  
  14
  At this point, the PCs must tack at a 45-degree angle 
  towards the Dutch wreck until they can clearly see 
  into the tunnel leading to Hellʼs Cove.  You can use 
  another Spot check or substitute a Profession (sailor) 
  check, with DC 20.  Do not apply darkness penalties 
  to this check (it is built into the difficulty).  This check 
  is made by whomever is steering the vessel and no 
  one else.  He (or she) must turn at the exact right 
  moment or risk damage to the ship.  Failing the check 
  means the PCsʼ ship has crashed into the Fluyt Vries 
  or a rocky outcropping (your choice) to the tune of 
  2d4 structural damage.
  If the PCs successfully navigate into Hells Cove, 
  move onto the next scene.  Otherwise, they can try 
  again until the ship breaks apart or they are success-
  ful (or they give up).
  What Bullhead Left Behind [EL 0 or 2]: 
  In this encounter, the PCs explore Hellʼs Cove, look-
  ing for Bullhead Willows and his treasure chest.  
  Refer to the Map of Hellʼs Cove for specific loca-
  tions.
   
  Read the following as the PCs enter the tunnel lead-
  ing into the hidden pirate haven:
  An ominous tunnel greets you as you slowly and 
  silently navigate the treacherous waters of the 
  Mexican coast.  Lights within the tunnel are dim, 
  but you can see well enough to steer and not col-
  lide with the sides of this natural tunnel.
  
  15
  There are perhaps three dozen men and women 
  of various occupations seen milling about on the 
  platform area.
  A bearded man of Spanish descent comes forth, 
  dressed in mock gentrified fineries.  “Ahoy there,” 
  he says.  “I am Chief Gustavo, and I welcome you 
  to Hellʼs Cove.  State your business or be gone.”  
  Chief Gustavo is an old salt who was once a mem-
  ber of the Spanish navy.  His job at Hellʼs Cove is to 
  watch for any suspicious types, especially military 
  spies.  He reports directly to Captain Vance, de 
  facto ruler of Hellʼs Cove (see below).  Gustavo has 
  served in many ports, and was once the dockmas-
  ter at Maracaibo.  Gustavo has an eye for liars and 
  cheats, and is suspicious of newcomers.  He has a 
  Sense Motive bonus of +10 (this will oppose any Bluff 
  checks on the PCsʼ parts).
  Hellʼs Cove generally has a ʻdonʼt ask, donʼt tellʼ 
  policy when it comes to disputes between pirates.  
  Gustavo and his men donʼt get involved, and donʼt 
  stop anyone from arguing, fighting, or killing each 
  other, so long as the cheating or betrayal did not 
  occur in Hellʼs Cove.  In this case, Chief Gustavo and 
  his men do get involved, and have some harsh pen-
  alties to impose on those who would sully the good 
  name of Hellʼs Cove (see the Brig, below).
  Chief Gustavo doesnʼt particularly care why the PCs 
  are in Hellʼs Cove.  His main concern, as the PCs are 
  newcomers here, is that the PCs arenʼt pirate hunt-
  ers or members of one of the military navies of the 
  Spanish, English, French, or Dutch.  If asked about 
  Bullhead Willows, Gustavo replies that he has heard 
  the name, but heʼs not sure where to find Willows.  
  He suggests checking in at the Burning Parrot (a 
  local watering hole), or perhaps at Shangʼs Ship 
  Supplies.
  Once the PCs are done with Chief Gustavo, allow 
  them to roam Hellʼs Cove.  Refer to the Map of Hellʼs 
  Cove for more information.  Descriptions for some of 
  the pertinent locations are found below:
  Apartments:  There are 13 apartments in total 
  between the two buildings.  The north building has 8 
  apartments, while the smaller southern building has 
  5.  Each building numbers its apartments alphabeti-
  cally.  Bullhead Willowsʼ apartment is C in the north-
  ern building.
  Passing west further into the tunnel, you can now 
  see brighter lights within, which is obviously Hellʼs 
  Cove proper.  Ahead of you loom two large rock 
  islands.  While it would be easy enough to steer 
  between the islands, you take note of cannon 
  emplacements atop each island.
  Just as you notice the islands and their arma-
  ment, a bell rings from above somewhere.  You 
  hear activity within Hellʼs Cove, and as you 
  enter into a huge cavern, you see other cannon 
  emplacements on outcroppings above you on the 
  north and south sides of the cavern.  In total, you 
  would guess about seven Culverin are staring you 
  down right now.  None of them fire.  
  A man in garish garb stands on the pier, facing 
  your ship.  Using a cone-like device, the man 
  shouts instructions to you on which berth to use.  
  There are 16 berths here, and half of them are 
  occupied at the moment.  You head towards the 
  southernmost berths, and dock your vessel.
  The PCsʼ ship docks where indicated on the map.  
  Attempting to dock elsewhere is not a good idea 
  (the cannons can swivel if needed to fire at the dock 
  area).
  Read the following as the PCs and crewmen prepare 
  to leave their ship:
  Men in nicer clothing than you would have 
  expected rush toward your ship and begin to tie 
  down.  They shout various instructions to your 
  crew to assist them in getting your vessel docked.  
  As you watch, you can now see the entirety of 
  Hellʼs Cove.  The pirate haven is built into a natu-
  ral cavern.  Just past the tunnel entrance are two 
  ʻbalconiesʼ, one on the north side, and one on 
  the south.  Each balcony features several can-
  nons pointed toward the tunnel entrance.  Hellʼs 
  Cove itself is a vaguely half-moon shaped plat-
  form, approximately 600 feet across from north 
  to south.  You have docked in a set of four berths 
  at the southern end.  There are 12 more berths 
  along the edges of the platform area.  About half 
  of these berths are currently occupied.
  Several buildings catch your eye, including a few 
  taverns, an inn, and two warehouse facilities.  
  
  16
  Armory:  This part of the only stone building in Hellʼs 
  Cove is well-guarded.  It contains mostly ammunition 
  for the cannons, although some small arms can be 
  found here as well.
  Brig:  This is a single cell used to hold prisoners 
  until such time as they are released from custody or 
  hanged for their crimes.  Men are put in the Brig for 
  31 days.  After the 31st day, Capt. Vance decides 
  whether to release or hang the prisoner.  
  The current prisoner, Hugo Jawkes, once served with 
  Bullhead Willows.  He will initially be neutral to the 
  PCs, but Diplomacy checks can convert his status to 
  Helpful or Friendly.  If so, Hugo will tell the PCs that 
  Willows lives in Apartment C of the north apartment 
  building.  He also knows that Willowsʼ ship is named 
  the Majestic.
  Burning Parrot: This tavern is alive with action.  
  Pirates are found in abundance here, and all sorts of 
  plans and talk can be heard here.  The standard fare 
  of alcohol and food is available at the Burning Parrot.  
  A Gather Information check (DC 15) reveals that 
  Bullhead Willows is a regular at the Burning Parrot, 
  and also at the Dainty Juarez.  Willows is a navigator, 
  but also has his own ship, the Majestic.  Willows kept 
  going on about some treasure chest in his posses-
  sion, and on more than one occasion, Willows let slip 
  that the chest was cursed.  No one here seems to 
  know where Willows can be found, or where he lives.
  The PCs can attempt to gain more Crew at the 
  Burning Parrot.  One way to handle this is to have 
  one of the PCs make a Diplomacy check (DC 10), 
  and add a bonus for the characterʼs Fame score.  
  Add any bonuses from Backgrounds or Fortunes 
  as well.  The total roll over 10 (so, total –10) is how 
  many extra Crew are added.  This takes as long and 
  costs as much as a Gather Information check (add 
  bonuses for buying drinks as well – see the Gather 
  Information skill description in the Core rules).  No 
  more than 15 extra Crew may be added in this man-
  ner from the Burning Parrot (though the PCs can 
  check other places in Hellʼs Cove).
  Captainʼs Quarters:  Adjacent to the Armory, the 
  Captainʼs Quarters is where Captain Vance rules of 
  Hellʼs Cove.  Vance runs a fairly organized place, and 
  doesnʼt tolerate a lot of violence inside the cove.  He 
  is initially Indifferent to the PCs, but his demeanor 
  can be improved with Diplomacy checks or offers of 
  gold or information. 
  Vance knows of Bullhead Willows.  In fact, Vance 
  and Willows once served on the same ship.  Capt. 
  Vance is aware of the chest and its alleged curse.  If 
  Vanceʼs attitude is improved to Helpful, he admits 
  that Willows was holding a captive for Albert de 
  Montblanc.
  Crowʼs Nest:  This stone balcony is an area used 
  to spot incoming ships.  There is a bell here, which 
  is rung whenever a ship is spotted (this is bell men-
  tioned in the boxed text above).  This area is staffed 
  at all times.
  Dainty Juarez:  The other tavern in Hellʼs Cove, 
  the Dainty Juarez is a little more upscale than the 
  Burning Parrot.  Wine is more in favor here, but 
  all types of alcohol can be purchased.  The Dainty 
  Juarez does not serve food.  
  Willows is better known here, and a successful 
  Gather Information check (DC 20) will reveal that 
  Willows indeed has possession of a cursed treasure 
  chest, and that he is intent on lifting the curse some-
  how.    They will also say that Willows owns a ship, 
  the Majestic.  With a harder Gather Information check 
  (DC 25), it is also revealed that Willows is holding a 
  prisoner for the French pirate Albert de Montblanc.  
  Some say it is the Governor of Port Royal, but no one 
  here really believes that.   
  The PCs can attempt to gain more Crew at the Dainty 
  Juarez.  See the Burning Parrot for an optional way 
  to adjudicate this.  No more than 12 extra Crew may 
  be added in this manner from the Dainty Juarez 
  (though the PCs can check other places in Hellʼs 
  Cove).
  Docks:  There are 16 berths here along the docks 
  area.  About half of these are occupied when the PCs 
  arrive.  Ships come and go all the time.  
  The Majestic, Willowsʼ ship, is in dock when the PCs 
  arrive in Hellʼs Cove.  He is preparing to leave as 
  the PCs arrive, but the Player Characters will likely 
  not go straight to his ship (note that the PCs do not 
  even know Willows is still here, nor the name of his 
  ship, so this is unlikely).  Willows leaves port just as 
  the characters find his apartment (you can change 
  this timing if you wish, but keep in mind that the PCs 
  should not find Willows before he leaves, or you 
  will lose most of the impetus for the final adventure, 
  “Secret of the Island”.).
  
  17
  If the PCs wish to dock their ship here long-term 
  (more than a day or two), they must pay a fee to 
  Chief Gustavo.  The fees are: 2dbl/day for a Small 
  ship, 4dbl/day for a Medium ship, 8dbl/day for a 
  Large ship, and 12dbl/day for a Huge ship.  These 
  fees must be paid entirely in advance, and are non-
  refundable.
  Loose Lady:  This combination inn and brothel is a 
  very valuable and popular business in Hellʼs Cove.  
  In fact, it is the most profitable business in the entire 
  cove.  Rooms here are 3poe a night, and the girls 
  servicesʼ range anywhere from 1poe to 1dbl for a 
  nightʼs company.  They do not work by the hour.  
  Bullhead Willows is known only by reputation here, 
  but his native first mate, Paolo, is much better known.  
  Paolo was here this morning looking for Willows, and 
  asking all sorts of questions.  The girls think Willows 
  may have been here too.  They know that someone 
  came in early this morning and roused a bunch of 
  customers to join a pirate crew for a short trip.
  The PCs can attempt to gain more Crew at the Loose 
  Lady.  See the Burning Parrot for an optional way to 
  adjudicate this.  No more than 15 extra Crew may be 
  added in this manner from the Loose Lady (though 
  the PCs can check other places in Hellʼs Cove).
  North Balcony:  This balcony area, cut right out of 
  the stone face, features 3 Culverin.  They generally 
  point at the entrance to Hellʼs Cove, though the can-
  nons can be swiveled to fire upon the docks area 
  as well (this takes 3 rounds).  The cannons fire only 
  when Chief Gustavo commands.
  Armed Islands:  These two flat, rocky islands feature 
  1 Culverin each.  They cannot be swiveled.  These 
  cannons fire only when Chief Gustavo commands.
  Shangʼs Ship Supplies:  A Chinaman, known as 
  Shang, operates this ship supply shop.  Shang is a 
  retired pirate from the North China Sea, and speaks 
  English and Spanish fairly well.  His shop sells pretty 
  much anything a pirate ship would need, includ-
  ing cannons (Culverin and Demi-Culverin only) and 
  ammunition.  Repairs can also be made here.
  Shang begins as Friendly to the PCs.  He knows 
  Bullhead Willows quite well, as both men share an 
  interest in maps and navigation.  The Chinaman 
  recently sold Willows a rare Aztec map showing the 
  location of uncharted Rigas Island.  This island is 
  fairly unknown to most people, but Shang says it is 
  entirely populated by natives.  He does not know 
  whether these natives are friendly to outsiders.
  South Balcony:  As the North Balcony, except that 
  there are 2 Culverin instead of 3.
  Storage:  There are storage units for each of the 16 
  berths (each ship can purchase one unit for 1poe per 
  day), plus 4 additional units, for a total of 20 avail-
  able units.  Storage units can be rented through Chief 
  Gustavo.  The storage unit for the Majestic was emp-
  tied out this morning.
  The PCsʼ investigations will lead them to Apartment 
  C of the northern apartment building.  This is 
  where Bullhead Willows has lived for many years.  
  Strangely, the door is unlocked.  Read the following 
  description once the PCs have entered the apart-
  ment:
  Inside the apartment, you find all manner of 
  strange maps, documents, and charts.  It appears 
  that Bullhead Willows was interested in astrono-
  my, and may have been a navigator at one time.  
   
  You observe a great deal of native artwork and 
  charms on the walls and floors here.  Some of 
  it you recognize, much of it you do not.  Willows 
  may be a collector of some sorts, or perhaps a 
  very superstitious man.
   
  After a brief search, you determine that Bullhead 
  Willows has been here very recently.  You notice 
  that one map in particular, sitting next to the bed, 
  has the words, ʻRigas Islandʼ scrawled next to a 
  tiny island off the coast to the south.  Underneath 
  this are the words, ʻPaolo says witch doctor can 
  free curseʼ.
  As the PCs prepare to leave Willowsʼ apartment, a 
  man is at the door.  This man, Paolo, is Bullhead 
  Willowsʼ former first mate and a Mexican native.  He 
  is surprised to see the PCs inside Willowsʼ apart-
  ment, but does not act violently toward them.  Paolo 
  assumes the PCs are with Montblanc, and are here 
  to find Willows to get the chest.  If the PCs explain 
  that they are not with Montblanc, Paolo opens up and 
  is Friendly, even Helpful.
   
  Paolo explains that Willows has taken to sea, most 
  likely heading to Rigas Island, where Willows hopes 
  he can contact a witch doctor to remove the ʻcurseʼ 
  
  18
  on the chest and get whatʼs inside.  If asked, Paolo 
  does not know why Willows left without his first mate, 
  but knows that Willows left just this morning.  He is in 
  the Majestic, a schooner of English make, and head-
  ed south.  Paolo suggests that Willows must have but 
  a skeleton crew, and that the PCs could catch him 
  if they hurried.  If given a good reason, Paolo may 
  join the PCs on their trip to Rigas Island, though this 
  requires a Diplomacy check (DC 15).
   
  Paolo knows about the captive Governor of Port 
  Royal, William Haverford.  The first mate says that 
  he has tried to get Willows to turn Haverford over to 
  Captain Vance, but Willows insisted on keeping the 
  Governor his captive.  Paolo assumes that Willows 
  took Haverford to Rigas Island.  If pressed, Paolo will 
  take the PCs to the place where Willows was hiding 
  Haverford, and the captive Governor is indeed gone.
   
  If asked about the map found inside the apartment, 
  Paolo explains that Willows often made many dupli-
  cates of his maps.  He is quite forgetful, and prone to 
  lose track of what heʼs doing at any given moment.  
  This is most likely one of those duplicate maps.
   
  If you wish to add some combat or tension to this 
  scene, have a press gang approach the PCs and 
  attempt to subdue them to use as crew aboard one 
  of the pirate ships docked here at Hellʼs Cove.  Use 
  the stats for Montblancʼs Men as Characters (see 
  Appendix A).
  Confrontation and a New Deal [EL 4]: 
  At this point, the PCs should head to their ship.  It 
  is then that a squad of Montblancʼs men catches up 
  with the PCs.  As the PCs approach the docks area, 
  read the following:
  The piers are bustling with activity.  You see 
  pirates loading and unloading ships, and various 
  vessels preparing to set out to sea once again.  
  Despite the activity, it is quiet… too quiet…
  Just as you and your fellows start thinking the 
  same thing, several armed men jump out from the 
  shadows.  Equipped with cutlasses, pistols, and 
  knives, these men, who outnumber you, clearly 
  mean to do you harm. 
  Instead of attacking, the men wait.  Stepping out 
  from the shadows is another man.  He speaks.  “I 
  am Adrian Locke, sent here by our mutual friend, 
  Albert de Montblanc.  It appears you have some-
  thing that belongs to Montblanc.  He sent me and 
  my men here to kill you.  Iʼm not a violent man, 
  and I have no grudge against you fellows.  Why 
  donʼt you hand over that key and Iʼll forget I saw 
  you here.”
  
  19
  planned.  After one or two rounds of ship combat, 
  there should be a boarding action, and you should 
  switch to melee and personal ranged combat.
  Montblanc is not interested in capturing anyone.  He 
  wants the PCs dead, and he wants to see the die.  
  The French pirate will fight to the very end to get 
  back what is his, and to kill all of the PCs.  Play him 
  accordingly.
  If Montblanc is killed, the PCs can attempt to stop 
  the battle.  Give the PCsʼ Captain a chance to influ-
  ence the enemy to surrender.  Treat this as either a 
  Diplomacy or Intimidation check (PCʼs choice; DC 
  20).  If successful, Montblancʼs remaining men sur-
  render.  The PCs can either dump them overboard, 
  kill them, take them back to Hellʼs Cove, or attempt 
  to add these men to their own Crew.  Adding them 
  to the Crew is surprisingly easy, a Diplomacy or 
  Intimidate check (DC 10).
  The PCs now have possession of Montblancʼs ship, 
  the Vermillion, as well as his belongings (unless he 
  fell overboard or was set on fire or something).
  With Montblanc safely out of the way, the PCs can 
  now continue on to Rigas Island in pursuit of their 
  treasure.
   Conclusion
  If you are playing “Never Make a Deal with a Pirate” 
  as part of the “Governorʼs Prize” series, read on.  
  Otherwise, skip this section and see below.
  Armed with the map to Rigas Island, and the knowl-
  edge the Bullhead Willows is traveling there with the 
  chest and William Haverford, the PCs should now set 
  sail for the uncharted island to the south.  The PCs 
  known they are not far behind Willows, and have a 
  chance to catch Willows before he reaches Rigas 
  Island.
  This is the impetus for Part Four of the “Governorʼs 
  Prize” series, entitled, “Secret of the Island.”  The 
  PCs should be preparing to sail to Rigas Island, 
  where Willows took Gov. Haverford and the chest of 
  gold coins.
  If you are NOT playing “Never Make a Deal with a 
  Pirate” as part of the “Governorʼs Prize” series, you 
  will need to come up with a motivating factor for your 
  Locke is serious.  He will indeed let the PCs go if 
  they hand over the key.  In the unlikely event that the 
  PCs give Locke the skeleton key, he will let them go 
  (award XP normally as if the PCs had defeated this 
  encounter).  Otherwise, this turns into a fight.
  There are 16 men here to face the PCs.  Use 
  the stats from Appendix A (Montblancʼs Men as 
  Characters).  Locke and his men (treat Locke as just 
  another crewman for this encounter) are not about to 
  fight to the death.  As soon as any of then gets to half 
  Hit Points or less, they flee.
  Once Locke is either given the key or defeated, the 
  PCs may proceed to their vessel and cast off.  But 
  the danger isnʼt over quite yet…
  Showdown with Montblanc  [EL 3]: 
  The PCs successfully cast off, and sail through the 
  tunnel to leave Hellʼs Cove.  As the PCs reach the 
  exit, they notice a ship positioned at a 90-degree 
  angle to the tunnel.  As the PCs get closer, read the 
  following:
  An English ship, perhaps a merchant ship at one 
  time, sits still in the waters just outside the tunnel 
  entrance to Hellʼs Cove.  The ship flies no flag 
  whatsoever.  You note crewmen standing at the 
  ready, perhaps preparing for combat.
  As you get a bit closer, you notice a man standing 
  on the aftcastle.  Based on what you have heard 
  of him, this can only be Albert de Montblanc.
  “Gentlemen,” he says in a French accent, “This is 
  where it ends.  Surrender now or die!”
  With that, a salvo of cannons erupts. 
  Montblanc is tired of playing games.  He has sent 
  men after men against the PCs, to no avail.  This 
  is all he has left, and he is a desperate man.  
  Montblancʼs ship, the Vermillion, is lightly crewed, 
  making this more of an even match for the PCs at 
  this point.  See Appendix A for statistics.
   
  Because of the reefs surrounding the entrance 
  to Hellʼs Cove, the PCs will have to steer directly 
  towards the Vermillion.  This is as Montblanc has 
  
  20
  next adventure based on the outcome of this one.  
  The easiest way to do this, especially if your next 
  adventure involves traveling somewhere secret, is to 
  have the PCs find a map in Willowsʼ apartment during 
  What Bullhead Left Behind.  You can leave other 
  clues here as well.
  Awarding Experience
  Below are suggestions on how you might award 
  experience for this adventure.  Feel free to mod-
  ify this in any way you like to suit your game.  
  Remember to change these values if there are 
  more or less than 4 players (this alters the EL listed 
  above), or if you have added anything significant to 
  the adventure.
  Ambush at the Docks:  600xp for defeating 
  Montblancʼs men and leaving Leogane.
  Perils of the Sea:  None.  Optional award of up 
  to 500xp for surviving any storm situations (GMʼs 
  option).
  Finding Hellʼs Cove: 900xp or 1,800xp, depending 
  on whether the PCs dealt with one or two ships.
  What Bullhead Left Behind:  600xp for finding 
  Willowsʼ apartment, possibly more for the optional 
  combat encounter (see Core Rules for determining 
  XP awards).
  Confrontation and a New Deal: 1,350xp.
  Showdown with Montblanc: 900xp for the combat, 
  plus 1,000xp for defeating Montblanc.
  Story Award: This is optional.  Award an additional 
  200-400 xp for each character whose player did an 
  outstanding job of roleplaying, planning, or executing 
  the goals of the adventure.
  Awarding Fame
  Refer to Table 8-2 in Skull & Bones for rules on 
  awarding Fame Points.  Here are some possibilities 
  in this adventure, separated by Encounter:
  Ambush at the Docks:  None
  Perils of the Sea:  None
  Finding Hellʼs Cove: Possibly 2-3 Fame, depending 
  on the outcome of the encounter.
  What Bullhead Left Behind:  None
  Confrontation and a New Deal: None
  Showdown with Montblanc: 1 or 2 for defeating 
  Albert de Montblanc, possibly more depending on 
  what happens during this scene.
  Dividing the Plunder
  The standard agreement that is easiest to calculate 
  is to use the following concepts.  First, lump all the 
  booty into one pile and give it a monetary value, 
  even if itʼs not been sold.  Next, subtract any fees 
  for repairs needed for the ship, as well as restock-
  ing supplies.  Finally, the remainder is to be divided 
  amongst the crew and officers (anyone eligible – see 
  p. 96-100 of Skull & Bones for more information on 
  who onboard would be eligible for a share).
  Assume that each of the Player Characters receives 
  2 shares.  If for some reason a Player Character 
  would not receive 2 shares, adjust the following for-
  mula accordingly.  There may be NPCs onboard who 
  also receive multiple shares, so make sure to add 
  them to the total number in the formula.  Calculate 
  each share as such: (Remaining Booty) / (Total 
  Number of Shares).  The result is how much an indi-
  vidual share is worth.  For characters that receive 
  more than one share, or fractional shares, use this as 
  a base.
  Characters that receive goods and items in lieu of 
  coins must ʻpayʼ for the value of that item from their 
  share.  If the good or item is worth more than the 
  value of their total share(s), the character must either 
  pay the remainder from his or her pockets, or sell the 
  item in question.
  Example: There are four Player Characters (each receiving 
  2 shares), an NPC Navigator (2 shares), and 40 crewmen 
  (each receiving 1 share).  The pirates have a total booty 
  after repairs and supplies of 6,000 doubloons.  There is a 
  total of 50 shares, so each individual share is worth (6,000 
  / 50) 120 doubloons.  Each crewman receives this as his 
  share, while the Navigator and the PCs each receive 240 
  doubloons.   
  Dealing with any extra ships gained in this adventure 
  may be tricky.  The PCs need to decide whether they 
  would like to try to crew additional ships, sell unwant-
  ed ships, or even possibly store one or more ships at 
  Hellʼs Cove.  Remember that extra ships means more 
  Crew is needed in total to man these extra ships.  
  At this point, it is highly unlikely that the PCs have 
  
  21
  enough Crew to effectively man more than one ship.  
  If the PCs would like to store their extra ship(s), see 
  the Docks (in Hellʼs Cove) above.  
  If the PCs wish to sell one or more ships, Hellʼs Cove 
  is actually a fairly decent place to do so.  Shang, 
  Captain Vance, and other pirates are interested in 
  buying ships.  The Hanby Rose is worth a base price 
  of 12,000dbl, the Dolor de Santo Domingo is worth 
  a base price of 9,000dbl, and the Vermillion is worth 
  a base price of 10,000dbl.  Feel free to modify these 
  base prices as it suits your game.  Remember that 
  any sale of ships is counted as booty for the above 
  calculations.  
  Appendix A
  NPCs and Ships
  THE HANBY ROSE
  English Brigantine (Large Merchantman)
  Draft: 2.5 fathoms
  Structure Dice: 6d8 (Max 27 sp, Current 19 sp)
  Hardness: 5
  Maneuverability: -3
  Speed: 120 ft./12 knots
  Turn Rate: 3
  AC: 7
  Weapons Fore: None
  Weapons Aft: Culverin x4
  Weapons Broadside: Culverin x10
  Damage: Culverin 2d4
  Special Qualities: None
  Crew: 56 (Normal 120)
  Passengers: 30
  Cargo: 100 Tons
  Booty: 1,600dbl, 300poe, 16 Boarding Axes, 10 
  Long Muskets, 4 Short Muskets, 2 Blunderbusses, 
  4800 Powder/Shot for Muskets, 1800 Powder/Shot 
  for Blunderbuss, 1800 Powder/Shot for Culverin, 
  Navigatorʼs Instruments, Shipwrightʼs Tools, 
  Provisions for 960 Man/Days, 2 Tons of French 
  Bourbon, 2 Tons of Rice, 2 Tons of Salted Beef, 4 
  Tons of Lighting Oil, 16 Tons of Sugar, and 1 Ton 
  each of Vinegar, Molasses, and Salt.
  Note: Because the Hanby Rose is operating with 
  46% of its crew requirement, she takes a –3 penalty 
  to all actions, and the time required to take actions is 
  tripled.
  A proud English merchant ship, the Hanby Rose has 
  on more than one occasion fought off pirates while 
  delivering goods throughout the Caribbean.  Her cap-
  tain, Edward Nerrington, takes pleasure in defeating 
  pirates through strategy and maneuvers, rather than 
  by means of brute force.  The Hanby Rose has just 
  fought off such a pirate attack, which took its toll on 
  the ship and its crew.  
  CREW OF THE HANBY ROSE (CF)
  Class: Commoner
  Level: 1
  Crew Size: 56
  Crew Wounds: 56
  Attacks: Belaying Pin +0, Dirk +0
  Damage: Belaying Pin 1d6, Dirk 1d4
  AC: 10
  Saves: Fort +0, Ref +0, Will –1
  Seamanship: +0
  Feats: Obedient
  Crew Quality: Average
  
  22
  THE DOLOR DE SANTO DOMINGO
  Spanish Schooner (Medium Merchantman)
  Draft: 1.5 fathoms
  Structure Dice: 4d8 (Max 20 sp, Current 20 sp)
  Hardness: 5
  Maneuverability: -2
  Speed: 120 ft./12 knots
  Turn Rate: 4
  AC: 8
  Weapons Fore: Demi-Culverin x2
  Weapons Aft: Demi-Culverin x2
  Weapons Broadside: Culverin x10
  Damage: Demi-Culverin 1d4, Culverin 2d4
  Special Qualities: None
  Crew: 50 (Currently 80)
  Passengers: 20
  Cargo: 100 Tons
  Booty:  1600dbl, 800poe, 24 Boarding Pikes, 42 
  Dirks, 24 Boarding Axes, 16 Broadswords, 10 
  Cutlasses, 8 Hatchets, 30 Prepared Grenadoes, 40 
  Long Muskets, 20 Short Muskets, 20 Pistols, 4800 
  Powder/Shot for Musket, 1200 Powder/Shot for 
  Pistol, 1200 Powder/Shot for Demi-Culverin, 10 Buff 
  Coats, Navigatorʼs Instruments, Shipwrightʼs Tools, 
  Map of the Spanish Main, Provisions for 240 Man/
  Days, 1 Ton of Salted Beef, 2 Tons of Salt, 2 Tons of 
  Molasses, 1 Ton of Vinegar, 8 Tons of Lumber.  
  Once a slave ship running the route between West 
  Africa and Cuba, the Dolor de Santo Domingo has 
  been refitted as a pirate hunter.  The Dolor scours 
  the Caribbean looking for pirates and, failing to find 
  any pirates, English or French merchant vessels or 
  warships.  Her captain, Rodrigo Incarnacion, has no 
  qualms about being a pirate himself, while hunting 
  other pirates, as long as he never attacks a Spanish 
  ship.
  CREW OF THE DOLOR DE SANTO DOMINGO (CF)
  Class: Commoner
  Level: 1
  Crew Size: 80
  Crew Wounds: 80
  Attacks: Belaying Pin +0, Dirk +0
  Damage: Belaying Pin 1d6, Dirk 1d4
  AC: 10
  Saves: Fort +0, Ref +0, Will –1
  Seamanship: +0
  Feats: Obedient
  Crew Quality: Average
  NPC: CAPTAIN RODRIGO INCARNACION
  [Sdg 5]
  [Medium Humanoid]
  Hit Dice: 5d10+5 (35 hp)
  Initiative: +2
  Speed: 30 ft.
  Armor Class: 14 (touch 12, flat-footed 12)
  Base Attack/Grapple: +5, Grapple +6
  Attack: Melee +6 (1d6+1, Cutlass) or Ranged +7 
  (1d12, Blunderbuss Pistol) 
  Full Attack: Melee +6 (1d6+1, Cutlass) or Ranged +7 
  (1d12, Blunderbuss Pistol)
  Space/Reach: 5x5, 5ʼ
  Special Attacks: Close Quarters +2
  Special Qualities: Favored Ship – Spanish Ships 
  (bonuses included below)
  Saves: Fort +6, Ref +7, Will +2
  Abilities: Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 
  15
  Skills: Climb +8, Craft (blacksmith) +5, Diplomacy 
  +5, Gather Information +5, Intimidate +5, Jump +4, 
  Knowledge (geography) +5, Knowledge (navigation) 
  +9, Knowledge (sea lore) +9, Listen +6, Profession 
  (sailor) +12, Spot +6, Swim +6, Use Rope +6.
  Languages: English, Spanish.
  Feats: Dodge, Lightning Reflexes, Mobility, Point 
  Blank Shot, Port Savvy (bonuses included above).
  Background: Seaman
  Fortunes: Superstitious (from Sea Dog).
  Fame: 5
  Challenge Rating: 4
  Treasure: As described in encounter listing.
  Alignment: Neutral Good
  Equipment: Blunderbuss Pistol, 20 Powder/Shot for 
  Blunderbuss Pistol, Buff Coat, Cutlass, 900 Dbl.
  Rodrigo Incarnacion, once a decorated and honored 
  member of the Spanish Navy, retired a few years 
  back and purchased a former slave ship, the Dolor 
  de Santo Domingo.  He refurbished the Dolor with 
  fancy appointments, as well as updated its guns, 
  and set sail under an agreement with the King of 
  Spain to hunt pirates.  The letter of marque enabled 
  Incarnacion to operate as a pirate hunter in Spanish 
  waters, and also gave the Dolor authority to fire upon 
  any ship belonging to a country with which Spain was 
  at war.
  
  23
  THE VERMILLION
  English Schooner (Medium Merchantman)
  Draft: 1.5 fathoms
  Structure Dice: 4d8 (Max 28 sp, Current 20 sp)
  Hardness: 5
  Maneuverability: -2
  Speed: 120 ft./12 knots
  Turn Rate: 4
  AC: 8
  Weapons Fore: Demi-Culverin x2
  Weapons Aft: Demi-Culverin x2
  Weapons Broadside: Demi-Culverin x10
  Damage: Demi-Culverin 1d4
  Special Qualities: None
  Crew: 40 (Normal 50)
  Passengers: 20
  Cargo: 100 Tons
  Booty: 1800dbl, 600poe, 40 Boarding Pikes, 40 
  Dirks, 10 Boarding Axes, 10 Broadswords, 10 Long 
  Muskets, 10 Short Muskets, 20 Pistols, 1600 Powder/
  Shot for Musket, 1200 Powder/Shot for Pistol, 
  1200 Powder/Shot for Demi-Culverin, Navigatorʼs 
  Instruments, Shipwrightʼs Tools, French Map of the 
  Caribbean, Provisions for 600 Man/Days, 2 Tons 
  of French Wine, 1 Ton of French Brandy, 1 Ton of 
  English Mead, 1 Ton of Crude Rum, 3 Tons of Salted 
  Beef, 1 Ton of Oranges. 
  Note: Because the Vermillion is operating with 80% 
  of its crew requirement, she takes a –2 penalty to 
  all actions, and the time required to take actions is 
  doubled.
  Albert de Montblanc acquired the Vermillion in a 
  game of chance many years ago, and has seques-
  tered the former English merchant ship in a pirate 
  hideout not until Hellʼs Cove.  When the Scarborough 
  was lost at sea, Montblanc got the Vermillion out of 
  dry dock, hastily prepared her for duty, and set sail.  
  The ship is not in the best condition, and has already 
  seen battle.   
  MONTBLANCʼS MEN AS CREW (CF)
  Class: Expert
  Level: 2
  Crew Size: 35
  Crew Wounds: 35
  Attacks: Cutlass +2, Pistol +2
  Damage: Belaying Pin 1d6+1, Pistol 2d4
  AC: 13
  Saves: Fort +0, Ref +1, Will +3
  Seamanship: +5
  Feats: Dodge, Point Blank Shot
  Crew Quality: Average
  NPC: MONTBLANCʼS MEN AS CHARACTERS
  [Exp 2]
  [Medium Humanoid]
  Hit Dice: 2d6 (7hp)
  Initiative: +0
  Speed: 30ʼ
  Armor Class: 13 (flat-footed 12, touch 11)
  Base Attack/Grapple: +1, Grapple +2
  Attacks: +2 melee (1d6+1, cutlass) or +2 ranged 
  (2d4, pistol)
  Full Attack: +2 melee (1d6+1, cutlass) or +2 ranged 
  (2d4, pistol)
  Space/Reach: 5x5, 5ʼ
  Special Attacks: None
  Special Qualities: None
  Saves: Fort +0, Ref +1, Will +3
  Abilities: Str 12, Dex 13, Con 10, Int 12, Wis 10, Cha 
  10
  Skills: Bluff +5, Climb +5, Hide +6, Jump +5, 
  Knowledge (sea lore) +6, Move Silently +6, 
  Profession (sailor) +5, Search +5, Sense Motive +4, 
  Swim +5.
  Feats: Dodge, Point Blank Shot. 
  Background: Scum
  Fortunes: None.
  Challenge Rating: 1
  Treasure: See Below
  Alignment: Neutral Evil
  Equipment: Buff Coat, Cutlass, Pistol, 20 Power/
  Shot for Pistol, Dirk, and 35 doubloons.
  
  24
  NPC: ALBERT DE MONTBLANC
  [Sdg 4, Sof 4]
  [Medium Humanoid]
  Hit Dice: 8d10+8 (53hp)
  Initiative: +2
  Speed: 30ʼ
  Armor Class: 17 (flat-footed 15, touch 12)
  Base Attack/Grapple: +7, Grapple +9
  Attacks: +10 melee (1d6+2, masterwork dueling rapi-
  er) or +11 ranged (1d12, blunderbuss pistol)
  Full Attack: +8/+3 melee (1d6+2, masterwork dueling 
  rapier) and +8 melee (1d4+1, masterwork dagger) or 
  +8 melee (1d6+2, masterwork dueling rapier) and +9 
  ranged (1d12, masterwork blunderbuss pistol)
  Space/Reach: 5x5, 5ʼ
  Special Attacks: None
  Special Qualities: Close Quarters (+1 to dmg), 
  Command – Morale Bonus, Command – Readiness, 
  Favored – English Ships (bonuses included below).
  Saves: Fort +6, Ref +7, Will +5
  Abilities: Str 14, Dex 15, Con 13, Int 13, Wis 10, Cha 
  16
  Skills: Appraise +7, Climb +6, Intimidate +11, 
  Knowledge (geography) +4, Knowledge (navigation) 
  +6, Knowledge (sea lore) +8, Languages (English, 
  French, Portuguese, and Spanish), Profession (sailor) 
  +15, Sense Motive +3, Swim +9, Use Rope +10.
  Feats: Armed to the Teeth, Crack Shot, Dodge, 
  Mobility, Two Weapon Fighting, Weapon Focus 
  (blunderbuss pistol). 
  Background: Seaman
  Fortunes: Enlightened (from Sea Dog).
  Challenge Rating: 8
  Treasure: See Below
  Alignment: Neutral Evil
  Equipment: Masterwork Breastplate, Masterwork 
  Dueling Rapier, 3 Masterwork Daggers, 3 Masterwork 
  Blunderbuss Pistols, 20 Power/Shot for each 
  Blunderbuss Pistol, 3,200 doubloons, Deed to a small 
  plantation on Jamaica.
  Albert de Montblanc began his pirating career as 
  a stowaway aboard an English ship bound for the 
  New World.  He had grown up in Marseilles, France, 
  as the son of a fishing boat captain.  Unimpressed 
  by the prospects of life as a fisherman, Montblanc 
  hopped the next ship to the Caribbean.  He served 
  on board the Alastair, a merchant ship, for seven 
  years, eventually working his way up to first mate.  
  The Scarborough, a pirate ship, captured the Alastair 
  off the coast of Maracaibo, and all survivors, including 
  Albert, were pressed into pirate duty.
  Montblanc learned to love being a pirate, 
  and worked his way into a role of prominence 
  among the pirate crew.  He served as a gunner, 
  and for a time, navigator as well.  Piratical senti-
  ments also seeped their way into Montblancʼs mind, 
  and he soon rose up against the captain and took 
  the Scarborough, becoming its new captain.  Capt. 
  Montblanc raided the coasts of the Bahamas all the 
  way along the Spanish Main before hooking up with 
  James Galloway, a master of disguise, who had an 
  interesting plan.
  According to this plan, James Galloway would cap-
  ture the Governor of Port Royal, William Haverford, 
  and then impersonate the Governor for a time.  
  During this period, Galloway would pardon many 
  pirates, and free them from prison.  He would also 
  funnel gold to Montblanc, who would in turn hold 
  Haverford captive until such time as he could be ran-
  somed at the end of the scheme.
  
  25
  Everything was going well until Montblanc decided 
  he didnʼt like being Haverfordʼs babysitter.  The pirate 
  sailed to Hellʼs Cove and made a deal with Bullhead 
  Willows, a fellow pirate who was known to be a 
  little desperate.  Montblanc agreed to pay Willows 
  to watch Haverford so that Capt. Montblanc could 
  continue pirating without worrying about having the 
  Governor of Jamaica aboard his vessel.  Montblanc 
  gave Willows a chest filled with gold coins, but Albert 
  retained the key, which would be given to Willows 
  upon delivery of the Governor a few months later.  
  Montblanc warned Willows that trying to open the 
  chest without the key would bring down a terrible 
  curse.  This lie was enough to keep Willows from 
  opening the chest.
  Unfortunately, it was not enough to keep Willows 
  in Hellʼs Cove.  Hearing that a witch doctor off the 
  Yucatan knew how to remove such curses, Willows 
  left Hellʼs Cove for a small island.  His ship wrecked 
  during a terrible storm, and he never did find this 
  alleged witch doctor.  See the next adventure, GP-
  4: “Secret of the Island”, for what Willows found 
  instead.
  Meanwhile, during the same storm that wrecked 
  Willows, the Scarborough was also shipwrecked.  
  Montblanc was forced to evacuate the ship during a 
  violent storm, and left his key aboard.  The French 
  pirate made his way back to Port Royal, and urged 
  James Galloway to arrange a search party to recover 
  the vessel, which is how Montblanc hoped to recover 
  the key.  Instead, the Player Characters recovered 
  the vessel and are now in possession of said key.  
  Montblanc knows this, and is hunting the characters 
  down to recover the key and kill them for what they 
  likely know about his scheme with James Galloway.
  Magic Option:
  If you are using magic in this adventure, add the fol-
  lowing wanga to Montblancʼs equipment list:
  Wanga:
  Cure Light Wounds, CL 10, 3 charges
  Magic Weapon, CL 10, 4 charges 
  Appendix B 
  Sample Ship and Crew
  If the PCs do not already have a ship and crew, here 
  are stats for the Fortune, a sloop, and her very green 
  crew.  As above, note that these crewmen have just 
  been signed on, so any Sway rolls should take that 
  into consideration for this adventure.
  THE FORTUNE
  English Sloop (Medium Warship)
  Draft: 2 fathoms
  Structure Dice: 4d10 (24 sp)
  Hardness: 5
  Maneuverability: 0
  Speed: 130 ft./13 knots
  Turn Rate: 4
  AC: 10
  Weapons Fore: None
  Weapons Aft: Culverin x2
  Weapons Broadside: Culverin x8
  Damage: Culverin 2d4
  Special Qualities: None
  Crew: 50
  Passengers: 10
  Cargo: 80 Tons
  The Fortune is a tad stouter than other sloops found 
  in common use.  She was once part of an escort 
  group that traveled with African slave ships making 
  the Middle Passage, but following a pirate attack on 
  the slave ship she was guarding, the Fortune found 
  herself in the hands of Jean-Marc Boulanger, a 
  French pirate.  She has since changed hands many 
  times, but is still in good condition.
  CREW OF THE FORTUNE (CF)
  Class: Commoner
  Level: 1
  Crew Size: 40
  Crew Wounds: 40
  Attacks: Belaying Pin +0, Dirk +0
  Damage: Belaying Pin 1d6, Dirk 1d4
  AC: 10
  Saves: Fort +0, Ref +0, Will –1
  Seamanship: +0
  Feats: None
  Crew Quality: Rabble
  Note that, because the number of crew members (40) 
  is less than the minimum crew numbers required for 
  the Fortune (50), all actions taken for the Fortune are 
  at –1, unless more crew can be recruited.
  
  26
  The Order of the Knights of Christ is a Portuguese order of 
  knighthood that arose in the fourteenth century. Its origin 
  can be traced to the legendary Knights Templar, and its 
  inﬂuence eventually extended from Europe to the East and 
  West Indies and beyond.
  The History of the Knights Templar
  In 1118, a band of nine knights traveled to Palestine, an 
  area recently conquered by European forces during the 
  First Crusade. After spending some time in Jerusalem, they 
  decided to found a new order of knighthood, similar to 
  that of the recently established Knights Hospitallers. This 
  one they deemed the Order of the Poor Knights of Christ 
  and the Temple of Solomon, taking their name in part 
  from the location in Jerusalem where they made their ﬁrst 
  base of operations. Ostensibly their mission was to protect 
  European pilgrims to the Holy Land, but this motivation 
  has long been questioned; after all, the Hospitallers already 
  existed for such a purpose.
  Instead, some have surmised that the Templars from 
  their very beginning harbored some kind of great secret. 
  Speculation as to the nature of this secret has run the gamut 
  from the lost Ark of the Covenant to the Holy Grail, from 
  a secret that could rock the very foundation of the Catholic 
  Church to some kind of profane and diabolical lore.
  Whatever the true reason for their foundation might be, 
  the Knights Templar rapidly grew into one of the most 
  powerful organizations in the world. One of the reasons 
  why they became so powerful was that, whenever a new 
  member joined the order, he pledged his possessions to 
  Knights of the 
                New World
  by Nate Christen
  
  27
  common ownership by the Templars. This included any 
  land that he owned, providing the order with a foundation 
  from which to draw taxes and other revenues. Somehow 
  the Templars also managed to become entirely independent 
  from every sovereign power in Europe, answering only 
  to the Pope himself. Using their rapidly increasing wealth 
  and this newfound independence, the knights began to 
  serve as bankers to other European powers. They made 
  loans and extended lines of credit, foreshadowing ﬁnancial 
  developments years ahead of time.
   
  It was this wealth, however, that eventually contributed 
  to their downfall. With the massive defeats that European 
  forces suffered during the last Crusades, the Templars 
  and everyone else were forced out of the Holy Land. This 
  meant that their original purpose, protecting pilgrims, was 
  no longer needed. To add to that, a number of powerful 
  people in Europe had become indebted to the order, and 
  there were the lingering rumors that the Templars had 
  some kind of important and perhaps profane secret. Still, 
  no monarch would have had the authority to challenge the 
  order, if it were not for the fact that the Papacy came under 
  the control of the French throne.
   
  King Phillip IV of France managed to persuade the Pope 
  to revoke the Templarsʼ special protection; Phillip then 
  called for the arrest of all knights in France, and urged 
  his fellow sovereigns to do the same. This occurred with 
  mixed success. Although the French branch of the Order 
  was all but obliterated, many of the knights in other areas 
  managed to escape persecution. Some joined up with other 
  orders, such as the Teutonic Knights of Germany, while 
  others ﬂed to areas such as Scotland that did not follow 
  the Popeʼs laws. In fact, it is rumored that a contingent of 
  Templars fought alongside Robert the Bruce in the Battle 
  of Bannockburn, when the Scots fought off a numerically 
  superior English army. Tales are also told of the ﬂeet of 
  Templar ships that had been harbored at La Rochelle on 
  the eve of the Orderʼs demise. These ships, along with the 
  massive treasure that had been stored in the organizationʼs 
  Paris headquarters, disappeared into the night.
   
  By 1314 the Order was completely eliminated. The last 
  surviving Grand Master, Jacques de Molay, was tortured 
  and then executed. It is said, 
  however, that, as he went to his 
  death, he cried out that neither the 
  king nor the pope would survive 
  the year; this claim 
  proved to be true.
  The Rise of the Order of 
   
   
   
  the Knights of Christ
  In 1318, King Denis of Portugal established a new military 
  and religious order for those Templars who survived in 
  his realm. He did this in part out of gratitude for the help 
  that the Templars had provided during the reconquest of 
  Portuagal from the Muslims in the twelfth century. Denis 
  even succeeded in persuading the new pope to turn over 
  control of all former Templar property in Portugal to the 
  newly created order.
   
  In 1417 Prince Henry the Navigator became the new Grand 
  Master of the order. Henry used money from the Orderʼs 
  treasury to found a school for navigation as Sagres, one in 
  which new cartographical information could be assembled 
  following successful voyages of exploration, allowing 
  navigators to correlate information in a much more useful 
  manner. The inﬂuence of the order and its members 
  continued to grow; in 1460, the Knights of Christ were 
  even granted a 5% share of all revenues gained through 
  Portuguese trade with Africa. Vasco de Gama was sent on 
  his voyage around Africa to India by the Orderʼs grand 
  master in 1497, and Christopher Columbus himself had 
  connections to the order through his father-in-law.
  Some say the Portuguese promoted such exploration 
  because they hoped to ﬁnd the realm of Prester John, 
  a Christian king rumored to live somewhere in the 
  mysterious east, but more practical reasons included the 
  lucrative trade in spices and other goods from India the 
  could be established with the discovery of a safer trade 
  route.
  Using the Order in Your Campaign
  Depending upon the nature of the campaign, the Order of 
  the Knights of Christ can provide either an organization 
  to which the PCʼs belong, an 
  enemy that persecutes them, 
  or something in between. For 
  PCʼs who are members, 
  being involved in the 
  Order could lead them 
  to serve as an ofﬁcer 
  aboard a Portuguese ship, 
  a soldier at a far-ﬂung 
  outpost, a merchant in 
  the service of the crown, or 
  
  28
  perhaps as a spy involved in any number of conﬂicts or 
  conspiracies.
  Rules of the Order
  Of course, any characters who become members of the 
  Order must follow its rules with strict adherence. Prior to 
  the year 1492, this means that no sort of sexual activity 
  is permitted for any knight. After 1492, sexual relations 
  were permitted, but only with oneʼs legal spouse. This rule 
  changed again in 1627, when marriage (and therefore sex) 
  were permitted only with special permission from the Pope 
  himself. Moreover, following 1627, any new members were 
  required to be of noble birth, and to have served either two 
  years at one of the Orderʼs outposts in Africa or three years 
  with the ﬂeet. For anyone who wanted to attain the rank of 
  Commander, this was increased to three yearsʼ service in 
  Africa or ﬁve yearsʼ service with the ﬂeet. It should also be 
  noted that, following the election of Henry the Navigator 
  as Grand Master of the Order, members of the Portuguese 
  royal family became titular heads of the organization.
  Guidelines for Promotion
  In game terms, the GM has a few different options for 
  determining how characters are promoted in the Order. One 
  is to use a characterʼs Fame score to adjudicate promotion. 
  For every four points of Fame that a character amasses, 
  he or she could be promoted one rank. Another possibility 
  is to simply use the advancements as rewards for speciﬁc 
  assignments or deeds. For example, a shipʼs captain might 
  be promoted for completing a particular mission on behalf 
  of the Order. Alternately, rank and promotion in the Order 
  could be a cause of much intrigue for members. After all, 
  those who crave power might stop at nothing to promote 
  themselves and sabotage the chances of rivals.
  History and the Order
  The timeline below chronicles events of importance to the 
  Knights of Christ, spanning the years from Colombusʼ ﬁrst 
  voyage of exploration until 1720.
  1493-4: By the order of Pope Alexander VI, reinforced by 
  the Treaty of Tordesillas, the New World is divided between 
  Spain and Portugal. Portugal receives Brazil, while Spain 
  keeps the rest of South and Central America.
  1495: Manuel the Fortunate becomes King of Portugal.
  1497: Vasco da Gama rounds the Cape of Good Hope on 
  his voyage to India.
  1500: Pedro Alvares Cabral claims Brazil for Portugal.
  1502: Da Gama founds a Portuguese colony in Cochin, 
  India.
  1505: Portugal begins founding factories on the east coast 
  of Africa.
  1509: The slave trade with the New World begins.
  1514: Portuguese ships enter Chinese waters for the ﬁrst 
  time.
  1519: Ferdinand Magellan (of Portugal) leaves on his 
  voyage to circumnavigate the Earth.
  Grade  
  Adornment
  Knight  
  A badge of the order on a plain ribbon, worn on the left side of the chest
  Ofﬁcer  
  The badge, above, with a rosette added to it
  Commander 
  The badge and rosetted on a necklet, along with a silver star of the 
  order worn on the left side of the chest
  Grand Ofﬁcer The same as for a Commander, except with a gold star
  Grand Cross The badge of the order on a sash from the right shoulder, along with the 
  star mentioned above
  
  29
  1521: John III (“the Pious”) assumes the throne of 
  Portugal; Ferdinand Magellan is killed by natives while in 
  the Phillipines.
  1523: The Portuguese are expelled from China.
  1531: The Inquisition begins to operate in Portugal.
  1543: Portuguese forces make landfall for the ﬁrst time in 
  Japan.
  1549: A central government is established in Brazil.
  1557: Sebastian I becomes King of Portugal.
  1578: King Sebastian I is killed during an attack on 
  Morocco.
  1580-1: Spanish forces, led by the Duke of Alba, invade 
  and conquer Portugal.
  1587: Portuguese missionaries are banned from Japan.
  1588-9: The Spanish Armada sails from Lisbon and is 
  defeated; Sir Francis Drake leads a counterattack but fails 
  to take the city.
  1594: English merchants begin to cut into Portugalʼs trade 
  monopoly in India. (The English East India Company 
  would be founded in 1600.)
  1597: A second Spanish Armada sails for England but fails 
  due to an encounter with storms.
  1606: Luis Vaez de Torres explores the South Paciﬁc.
  1615: The English ﬂeet defeats the Portuguese off the coast 
  of Bombay, India.
  1630: Dutch forces manage to capture part of Brazil, but 
  lose it in 1654.
  1632-3: The Portuguese are driven out of Bengal; England 
  begins trading there in the following year.
  1637: The Portuguese are expelled by the Dutch from the 
  Gold Coast; Portugal eventually cedes it to Holland in 
  1642.
  1640: Portugal regains its independence from Spain 
  under King John IV; from this point onward, England is a 
  Portuguese ally.
  1656: Alfonso VI becomes King of Portugal.
  1665: Portugal allies with England to defeat the Spanish 
  at Montes Claros and Villa Viciosa, helping to defend 
  Portuguese independence. (This is ofﬁcially recognized 
  with the Treaty of Lisbon in 1668.)
  1667: Alfonso VI is banished to the Azores; his brother 
  Peter (II) takes over as Regent, then as King.
  1707: Peter II dies and is succeeded by John V.
  Adventure Hooks
  The following ideas can provide ways in which the Order 
  contributes to the adventures in a campaign.
  • 
  According to one legend, a knight by the name of 
  Gualdim Pais hid the Holy Grail itself inside the 
  Templarsʼ Convento de Cristo in Tomar, Portugal.    
  • 
  With the rapid exploration of the Knights of Christ, 
  the Order could have all kinds of different tasks 
  for which theyʼd need a capable shipʼs crew. These 
  might include venturing into previously unexplored 
  territory to bring the teachings of Christianity to 
  heathen natives, delivering valuable cargos to any 
  number of ports throughout the Americas, Africa 
  or Asia, or perhaps even apprehending pirates who 
  have interfered with the Orderʼs business.
  • 
  After the 1627 decision that any newly joining 
  members must be of noble birth, a power struggle 
  erupts in the Order; the noble steadily gain in 
  power, while old members of lower birth gradually 
  become the minority.
  • 
  Any of the voyages of exploration could provide 
  opportunities for members to travel to strange new 
  realms.
  • 
  Members of the Order could become embroiled 
  in any of the conﬂicts that Portugal experienced 
  with other countries, be they with English or Dutch 
  merchant interests, hostile Spaniards or unfriendly 
  natives.
  • 
  Particularly during hostilities with Spain, knights 
  of the Order operating in the Caribbean (perhaps 
  using Brazil as a base of operations) could be 
  called upon to disrupt Spanish shipping lines so as 
  to prevent the transportation of valuable goods—in 
  essence, to commit acts of piracy.
  
  30
  • 
  Again, while under Spanish control, knights might 
  become embroiled in the conﬂicts that saw the 
  Spanish Armada sail twice into battle. In this case 
  they might loyally serve their Spanish rulers, or 
  they might act as spies and saboteurs.
  • 
  Alfonso VI, as King of Portugal, served as Grand 
  Master of the Knights of Christ; his banishment 
  would leave a tremendous power struggle in the 
  Order.
  • 
  Since the Order is, ostensibly, a Catholic 
  organization, members could be drawn into conﬂict 
  with members of other religious sects—particularly 
  Dutch Calvinists, Anglicans and French 
  Huguenots—whom they encounter throughout the 
  course of the travels.
  • 
  Another potential source of conﬂict for members 
  of the Knights of Christ is the old persecution of 
  the Templars by the Inquisition. Since rumors that 
  the Portuguese order inherited some sort of great 
  Templar secret, agents of the Inquisition are sure to 
  come looking for answers.
  • 
  The nature of the secret Templar treasure could 
  also be a source of adventure. If the Order inherited 
  it, whether it be the Ark of the Covenant, one of 
  the many versions of the Holy Grail or some other 
  powerful relic, any such item is likely to draw a 
  great deal of unwanted attention.
  
  31
  First Mate Thomas Smith’s worst fears were realized 
  as the Lady’s Favour sailed into a storm only two days 
  out of Barbadoes.  He had tried to warn the captain 
  that the skies looked angry, but Captain Nate Reed 
  wouldn’t hear of delaying the journey to Charleston 
  any longer.  “We have to get the rum to Charles Town 
  before Spanish pirates beat us to it!” he’d argued.  As 
  Thomas watched the churning waves splash water 
  across the deck, he’d wondered if the they’d ever see 
  Charleston, much less beat other rumrunners to it. 
  Captain Nate cursed the storm as he barked out orders 
  through the pouring rain.  Thomas could hear the top 
  mast creaking; he hoped the improvised repairs would 
  hold.  Captain Nate had promised to get it replaced 
  when they got to the Carolinas.  He gazed up at the 
  crow’s nest, doing his best to shield his eyes from the 
  vicious pelting of raindrops. Slim John was still up 
  there, gesturing wildly toward the starboard side.  He 
  was probably shouting as well, but Thomas couldn’t 
  hear him through the din that assaulted his ears.  He 
  shouted back at the captain.
  “We’ve got a sighting on the starboard side, Captain! 
  Must be another ship!”
  Captain Nate nodded and pulled out his scope.  Before 
  he could get a look, Thomas caught the familiar flash 
  of a cannon out of the corner of his eye, followed by 
  the sound of shattering wood.  The top mast toppled 
  over, dropping Slim John into the angry waves.
  Captain Nate ordered a response as a succession of 
  cannon balls ripped into the lower decks.  Thomas 
  almost lost his footing while trying to organize Slim 
  John’s rescue.  He turned to see a large pinnace dis-
  playing its port side.  There were no flags to identify 
  it.  Thomas heard another volley of cannons, relieved 
  to see that they were his own.  He smiled in satisfac-
  tion as he watched the cannonballs rip into the enemy 
  vessel.
  And then his hairs stood on end.
  Thomas wanted to believe that his ears were playing 
  tricks on him, that some combination of the wind, rain, 
  and voices of his crewmen had combined to confuse 
  his senses.  But he knew he was wrong. He had heard 
  a sound, but he was certain that it came from the 
  other ship.  More to the point, it was the other ship. 
  Thomas could not believe his ears, but another volley 
  confirmed it.  It happened every time a cannonball 
  smashed into its hull.
  The ship was screaming.
  Thomas had little time to dwell on it as another volley 
  from the mysterious ship ripped into the starboard 
  hull.  Screams from below indicated that the ship was 
  taking in water and was sinking.  Captain Nate gritted 
  his teeth, not wishing to surrender.  After a few more 
  volleys, they had little choice.  The white flag was 
  hoisted as the enemy ship prepared to board.
  The color drained from Thomas’ face as he saw the 
  enemy crewmen for the first time.  They were no lon-
  ger men, but decaying corpses with no pupils in their 
  eyes.  And as the ship drew close, Thomas was sure 
  that he saw bits of blood where the cannonballs had 
  pierced the hull, although they were being washed 
  away by the rain and sea.  Thomas heard something 
  else as well, something that disturbed him even more 
  than the unearthly screams.
  He could hear the rhythmic beating of a heart, some-
  where deep within the belly of the ship.
  As the rotting corpses began to board on planks and 
  ropes to greet the shocked Englishmen, First Mate 
  Thomas silently drew his pistol and put the barrel to 
  his own head.
  The
   Beast of the 
  Middle Passage
  by Walt Ciechanowski 
  
  32
  Decades ago, a botched ritual turned a slave pinnace 
  into a living horror.  This vessel now roams the Middle 
  Passage, raiding ships and settlements for the materi-
  als it needs to go on living.  While brought about by 
  a slave ritual, the living ship knows no allies and will 
  indiscriminately hunt anyone.  
  Those who have survived encounters with the ship tell 
  tales of a flagless vessel with a crew of living, rotting 
  corpses.  
  The Last Voyage 
   
   
    
  of the Zwarte Ridder
  In 1650 the Dutch pinnace Zwarte Ridder (Black Knight) 
  purchased 400 slaves from a small West African king-
  dom.  Captain Pieter Meys hoped to trade them for 
  tobacco in the Caribbean.  Fortunately, the African 
  king had just won a war with a neighboring tribe and 
  had many prisoners available for sale.  Unfortunately 
  for Captain Meys, the king also used the opportunity 
  to rid himself of the enemy’s bokor, as simply killing 
  him may have invited the wrath of the Loa.
  Unbeknownst to the captain, one of his slaves had 
  actually been to the Caribbean before and told hor-
  rible stories of the fate that awaited them.  The 
  bokor convinced most of the slaves that 
  h
  e 
  could strike down their captors and free 
  them all if they would participate in a cer-
  emony with him.  The slaves eagerly agreed, 
  and the ceremony started, 400 strong.
  Due to the crew’s neglect of the slaves below, the 
  ceremony was almost complete when the ship’s 
  captain was alerted about the strange singing 
  and chanting.  At first, Captain Meys refused to 
  believe that anything was wrong.  He believed 
  that the slaves were simply entertaining them-
  selves.  Still, the crew panicked as the slaves 
  grew louder and more animated.  To 
  calm 
  his crew, Captain Meys identified 
  the 
  leader of the ceremony and shot 
  him dead.  After an astonished 
  outcry, the slaves quieted down 
  in despair.  Satisfied, the captain 
  returned to the spar deck.
  The captain, however, had acted 
  too late.  The ritual had been partially completed. 
  Four hundred voices had succeeded in summoning a 
  great creature, but the bokor was killed before he was 
  able to complete the binding ritual that would control 
  it.  
  As he was conversing with his navigator over the 
  best route to sail, Captain Meys heard screams from 
  below.  Frustrated, the captain sent the First Mate and 
  a few men below to see what was the matter and do 
  anything necessary to quiet them down.  There were 
  still more screams, and suddenly the door from below 
  decks opened, revealing freed slaves with a soulless 
  expression.  Captain Meys ordered them shot and 
  was horrified when he realized that some of these 
  soulless creatures were his own men!  
  In short order, Captain Meys, his crew, and his pris-
  oners became part of the creature that was once the 
  Zwarte Ridder.
  
  33
  The Beast of the High Seas
  The creature that took control of the ship was a pow-
  erful Djab whose name was lost with the death of 
  the bokor that summoned it.  This Djab was capable 
  of manifesting part of itself on the ship, using the 
  vessel’s structure as its “skin.”  This Djab could also 
  take control of the dead and turn them into a special-
  ized form of zombi.  These zombi are connected to the 
  Djab, performing tasks to keep its body (the ship) in 
  working condition.
  Many of the original slaves were crushed and their 
  remains pasted along the inside of the hull.  This 
  fleshy paste keeps the hull intact, even when 
  blown through by cannonballs.  The paste will 
  “bleed” to plug the hole until the zombi 
  can repair it.  Since the paste is psy-
  chically connected to the Djab (and 
  therefore the zombi), the entire zombi 
  crew will scream in unison when the 
  ship is damaged.  This scream has 
  no effect on their performance (it 
  will not stun or incapacitate them). 
  Periodically, the zombi will touch 
  the paste to transmit nutrients that 
  it has consumed to the paste.
  The bokor that summoned the Djab 
  received a special fate.  His heart 
  became the vessel of the Djab, who 
  slowly incorporated the bokor’s remains 
  into it, causing the heart to grow.  Once 
  the bokor’s body was used up, the Djab 
  used a number of other bodies until it had a 
  heart that filled part of the lower deck top to bottom. 
  Snakelike veins and arteries are attached to the hull 
  paste, enabling the heart to strengthen it and take in 
  nutrients from it.  This heart beats loudly, distracting 
  mortals that approach it.  The beating is loud enough 
  to be heard from outside the ship.
  The cargo hold contains items of value to the Djab 
  in its current state.  Spare parts and lumber stripped 
  from other vessels fill most of the hold, along with 
  cannon ammunition.  There are also discarded items 
  here, left from former victims and ignored.  Very rarely 
  will living humans be held down here to await their 
  fate as a meal (most are consumed upon capture).
  When grievously injured, the Djab will submerge so 
  that the zombis can work on repairs unmolested.  The 
  Djab can still “steer” beneath the ocean, although it 
  moves at a much slower rate.  When the ship resur-
  faces, water is blown up and out of the vessel through 
  the Djab’s magic.  This sometimes results in fish and 
  other marine creatures flopping around on the decks.
  Battle Tactics
  The Djab’s usual “feeding ground” is the Middle 
  Passage, the slave route between Africa and the 
  Caribbean.  The Djab particularly enjoys attacking 
  slave ships because of the number of victims.  The 
  Djab has also been known to attack coastal vil-
  lages, dropping its zombis into the water and having 
  them walk ashore.  Victims are often killed and 
  brought back to the Djab for consumption. 
  The zombis also carry back raw materi-
  als such as wood, gunpowder and can-
  nonballs.  The zombis can man boats left 
  in port to ensure that gunpowder isn’t 
  ruined on the way back to the Djab.
  While the Djab has been known to 
  attack West African villages, it pre-
  fers to raid South American and 
  Caribbean settlements.  This is due 
  to lessons learned.  Africans tend 
  to flee and hide at the sight of a 
  European vessel, or at least be cau-
  tious in dealing with it.  New World set-
  tlements, on the other hand, often don’t 
  realize the threat until the zombis are upon 
  them.  New World settlements also tend to 
  have more cannons and gunpowder.
  The Djab flies no flag and strikes as soon as 
  another vessel is in range of its cannon.  It will relent-
  lessly pound its opponent with cannon as it tries to 
  get close.  Once it is close enough, the Djab will send 
  its zombis across to secure the vessel.  Since victims 
  do not have to be alive in order to provide sustenance, 
  the zombis ruthlessly cut down all members of the 
  vessel.
  While difficult, it is possible to win against the Djab. 
  A few captains have actually claimed to have killed 
  the “Beast of the Middle Passage.”  Unfortunately, 
  these captains have confused “sinking” with “killing.” 
  If the Djab’s ship takes enough damage to reduce its 
  structure points to zero or less, the ship sinks.  The 
  Djab will recall its zombis beneath the waves to start 
  the process of rebuilding.  If the heart is destroyed, all 
  zombis will drop and the ship will become a floating 
  ghost ship until it can regenerate.  
  
  34
  Rumors
  There are quite a few stories about the Djab known 
  as the Beast of the Middle Passage.  Some of these 
  rumors are listed below.  These rumors could be true, 
  partially true, or completely false.  Whenever the PCs 
  go searching for rumors (or the GM feels like putting 
  some in their ear), the GM can use the following:
  1. The Beast of the Middle Passage is a zombi ship 
  commanded by a powerful bokor.  Partially true. 
  The heart was constructed from the bokor’s body, 
  but the ship is actually a Djab.
  2. The Beast follows the Middle Passage.  It has 
  never been sighted in the Caribbean Sea. True.
  3. The Beast has a preference for slave ships.  It is 
  a protector of the African people and returns them 
  home after slaughtering their captors.  Partially 
  true.  The Beast does prefer slave ships, but it will 
  consume the slaves just as hungrily as the captors.
  4. The Beast is dead.  False.  While some cunning 
  captains have sunk the Beast, it has always regen-
  erated from its wounds.
  5. There is no Beast.  It is a scheme perpetrated by 
  a cunning pirate.  Partially true; see Plot Hook #5.
  6. The zombis of the Beast share the same mind.  
  They aid and support each other.  True.
  7. The Beast of the Middle Passage is a creature 
  made up of the souls of those it’s killed.  Partially 
  true.  It is made up of their ﬂesh.
  8. If the Beast is attacking you and you are close 
  to the Caribbean Sea, set sail for it.  The Beast 
  will not follow you in.  False.  While the Beast only 
  roams the Middle Passage, it has no qualms about 
  following its prey.  It will simply return to the Middle 
  Passage at the earliest opportunity.
  9. The Beast remains in the Middle Passage 
  because of the souls of dead Africans calling to 
  it from below.  Unknown.  While this is as good a 
  theory as any, no one has conﬁrmed it.
  10. The Beast is an immortal Djab.  It can only be 
  driven from the world by a powerful voodoo ritual.  
  True.  See Plot Hook #4.
  Plot Hooks
  1. The PCs meet the Beast of the Middle Passage on 
  the high seas.  Can they escape a bloody fate?
  2. One of the Beast’s victims had an important docu-
  ment with him when he died.  That document now 
  rests in a pile of discards in the belly of the beast. 
  Can the PCs get onboard and retrieve it without 
  becoming dinner?
  3. The Beast is a cunning creature and it is only a mat-
  ter of time before it learns the value of flying flags. 
  The zombis begin to collect flags and raise the 
  matching one whenever they spot another ship. 
  Urged on by this success, the Beast may become 
  even more cunning and start collecting uniforms.
  4. A new slave claims that there is a hougan that 
  knows a ritual to destroy the Beast.  This hougan 
  and the remnants of his tribe fled deeper into 
  Africa’s interior when the slavers came.  The PCs 
  must be willing to take the risk of traveling into 
  hostile African territory to find him and convince 
  the hougan to use the ritual.  Once they have an 
  agreement, there is still the small matter of baiting 
  the Beast.
  5. Smiling George, a resourceful pirate captain, has 
  taken to impersonating the Beast with his own 
  ship.  He flies no flag and his crewmen wear 
  make-up and torn clothes to look like zombis.  A 
  few of his crew rhythmically drum in unison while 
  they attack.  This usually results in panic from the 
  victimized ship, whose crew abandons ship in the 
  hopes of escaping a horrible fate (leaving Smiling 
  George to pillage the cargo with no resistance). 
  One victim learns of the scheme and hires the PCs 
  to help him track down Smiling George.  When the 
  PCs finally spot the flagless vessel, is it Smiling 
  George or the Beast?
  Modifications
  The Beast of the Middle Passage is presented as 
  a 12 HD creature inhabiting a pinnace.  GMs can 
  easily scale the Beast by choosing a different ship 
  (the zombi crew will always be a little shorter than the 
  crew listed) or by scaling its hit dice.  Since the Beast 
  has no inherent attacks, adjusting the ship type will 
  have more of an impact on the PCs than a change of 
  hit dice.
  
  35
  The Beast of the Middle Passage
  Large Outsider (Djab, Chaotic, Evil)  
  Hit Dice: 
  12d8+84 (160 hp) 
   
  Initiative: 
  +5 (+1 Int, +4 Improved Initiative) 
  Speed: 
  --- 
   
  Armor Class: 17 (+0 Dex, +8 natural, -1 size) 
   
  Base Attack/Grapple: 
  +12/+7/+2 
   
  Attack: 
  None  
  Full Attack: 
  None  
  Space/Reach: 
  None  
  Special Attacks: 
  Through ship  
  Special Qualities: 
  Control Zombis, Frightful Presence, Regenerate 
   
  Saves: Fort +15, Ref ---, Will +12 
   
  Abilities:   Str ---, Dex ---, Con 24, Int 12, Wis 14, Cha 20  
  Skills: Bluff +20, Craft (ship) +21, Heal +16, Intimidate +20, Knowledge (Middle Passage) +24, Spot +16, 
  Search +15, Survival +25 
   
  Feats: Diehard, Improved Initiative, Iron Will, Self-Sufficient 
   
  Environment: Ship 
   
  Organization: Unique  
  Challenge Rating: 
  12 
   
  Treasure:  Ammunition, Discards from previous victims 
   
  Alignment:  Chaotic Evil 
   
  Advancement: 
  --- 
   
  Level Adjustment:    --- 
   
  The Beast of the Middle Passage is a Djab that needs to inhabit a vessel in order to survive.  It also controls 
  a crew of 150.  The Beast’s physical form is a large heart that sits below deck, filling the center of it top to 
  bottom.  Organic tendrils connect the heart to a thin coating of flesh that covers the inside of the hull.  The 
  Beast can speak through its zombies, but it prefers not to.  The only time most men hear its voice is when it 
  screams.
  The Beast gets sustenance through its zombis.  The zombis consume human flesh and use some of it to 
  regenerate themselves, passing the rest through to the Beast by touching the fleshy wall that covers the hull 
  of the ship.  The Beast telepathically orders its zombis what to do, although the zombis do have a degree of 
  independence in carrying out their orders (although the Beast can retake direct control at any time).
  The Beast does not need sails.  It can move the ship in any direction it wishes, which allows it to patrol the 
  Middle Passage in either direction.  The Beast does keep the sails in good order, however, to aid in its decep-
  tion.
  Combat
  The Beast of the Middle Passage has such a gruesome reputation that anyone who recognizes the vessel for 
  what it is must make a Will save (DC 18) or become frightened for 5d6 rounds.   Even those who have not heard 
  of the legend must make the Will save as soon as the Beast’s unnatural presence is apparent (the zombis, 
  bloody holes, the screams, the heartbeat, etc).
  The Beast cannot fight for itself.  It can only operate through its zombis.  
  Any critical hit against the ship applies the same amount of damage to the Beast.  The Beast can regenerate 
  10 hit points per round (or one structure point).  This regenerative ability can also plug holes (one structure 
  point per round).
  
  36
  Zombis of the Beast
  Hit Dice: 
  4d12+6 (30 hp) 
   
  Initiative: 
  +4 (Improved Initiative) 
   
  Speed: 
  30 ft 
   
  Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-
  footed 12 
   
  Base Attack/Grapple: 
  +2/+5  
  Attack: Slam +4 (1d6+3), by weapon, or Bite (1d4+3)
  Full Attack: 
  As above 
   
  Space/Reach: 
  5 ft/5 ft 
   
  Special Attacks: 
  --- 
   
  Special Qualities: Regeneration, Undead Traits, 
  Weapon Use  
  Saves: Fort +0, Ref +2, Will +4 
   
  Abilities: 
  Str 17, Dex 12, Con ---, Int 2, Wis 10, 
  Cha 1  
  Skills: --- 
   
  Feats: Improved Initiative, Toughness 
   
  Environment: The Ship 
   
  Organization: Crew of the Ship 
   
  Challenge Rating: 
  1 
   
  Treasure: 
  None  
  Alignment: 
  Chaotic Evil 
   
  The zombis created by the Djab are actually vessels 
  under its direct control.  By their outward appearance, 
  they look like simple zombis (and GMs can refer to 
  their description on p.150 of S&B for further infor-
  mation).  In reality, they are puppets in tune with the 
  Beast of the Middle Passage.
  These zombis are programmed with the abilities of the 
  original crew of the Zwarte Ridder.  They know how 
  to keep the ship in good repair, and they know what 
  to look for in order to repair it.  These zombis also eat 
  human flesh.  Each pound of human flesh consumed 
  regenerates one hit point to the zombi.  Excess points 
  are given to the Beast.
  Combat
  The zombi can and does use weapons in combat, 
  including gunpowder weapons.  The zombi is auto-
  matically considered proficient with any weapon it is 
  holding.
  The Zwarte Ridder
  Draft: 3 fathoms
  Structure Points: 8d8 (60 hp)
  Hardness: 5
  Maneuverability: +1 (-3 Merchantman, -1 size, -1 
  circumstance, +5 djab)
  Speed: 110ft./11 knots
  Turn Rate: 3
  AC: 7 (-2 Merchantman, -1 size)
  Weapons Fore: None
  Weapons Aft: Demi-culverin x 6
  Weapons Broadside: Culverin x 12
  Damage: Demi-culverin 1d4, culverin 2d4
  Special Qualities: None
  Crew: 150
  Cargo: 120 tons (mainly building materials, extra 
  ammunition, victim discards).
  
  37
  by Gareth-Michael Skarka
  D
  uring the period covered by Skull & Bones 
  (1690-1720), Spain controls approximately 
  90% of the colonized land area of the New 
  World.   They are a superpower, in every sense of 
  the word.  Allied to the Vatican,  Spainʼs inﬂuence 
  is spread by Catholic Missions in the New World, 
  stretching from Texas and California in the North 
  American continent to the coastal settlements of South 
  America.   Collectively, Spainʼs holdings in the New 
  World were known as the Spanish Main, although that 
  phrase gradually began to refer to the coastal settle-
  ments in Mexico, Central and South America.
  The settlements along the mainland were divided into 
  three Viceroyalties, similar to American states 
  -- each was under control of a Viceroy, who 
  answered directly to the Spanish Royal Court. 
  The three Viceroyalties were:  New Spain, New 
  Granada and New Andalusia.  From these 
  Viceroyalties, the wealth of the New World, in 
  silver and gold, was shipped east to Spain.
  Naturally, this concentration of wealth made 
  the area attractive for pirates, but plundering 
  Spanish treasure ﬂeets was not the only way 
  to make money on the Spanish Main -- a more 
  common, if only slightly less proﬁtable, method 
  was smuggling.
  Spainʼs colonies in the New World operated 
  under a tax known as the Averia, which was 
  levied on imports and exports by the throne of 
  Spain to pay for escort ships to protect the trea-
  sure ﬂeets. The averia resulted in many prices 
  being greatly inﬂated.
  Spanish noblemen wanted the luxury goods 
  that they were accustomed to at home, but the 
  goods were heavily taxed, making them cost 
  
  38
  
  39
  much more than they normally would. These nobles, 
  however, are the very people responsible for collecting 
  and enforcing this tax.  Naturally, corruption ran ram-
  pant, with nobles turning a blind eye to ship captains 
  that could bring them the goods that they wanted, with 
  payment “off the books.”    Smugglers could make a 
  fortune in the larger ports of the Spanish Main.
  Headings\
  As per Chapter XIV of the Skull & Bones rulebook 
  (which covers the islands of the Caribbean), the entries 
  in this article provide locations that we hope can offer 
  environments and inspiration for a variety of cam-
  paigns and adventure types.  
  The entries for each settlement are broken down as 
  follows:
  SETTLEMENT NAME:   This entry is the name by 
  which Europeans know the settlement in question.  
  Unlike the island entries in the main rulebook, these 
  entries do not include a [Controlling Power], since all 
  of the settlements described herein are Spanish.
  PRODUCE:  This indicates all the commodities that 
  are made or harvested at the settlement, and that will 
  typically be available for sale.
  DEMAND:  As with all colonies in the New World, 
  the settlements of the Spanish Main have constant 
  need of ﬂour, beef, pork, ﬁsh, timber, shingles, corn, 
  peas, beans, rice, poultry, horses, oxen, sheep, hogs, 
  tar, shipbuilding materials (masts, spars, and so on), 
  soap, wool, candles, iron, manufactured goods (stoves, 
  pans, kettles, nails, guns, and so on) and luxury goods 
  (perfume, hats, clothing, shoes and boots, etc.).  Few 
  are even close to self-sufﬁcient.   An entry of “None” 
  indicates that there is no particular commodity that the 
  settlement requires more than any other.   Any goods 
  listed here are those commodities that are in short sup-
  ply, and will command a premium price (list price plus 
  1d6 x 10%).
  SCENARIO HOOKS: Some of the settlements have 
  one or more adventure ideas relating to them.  The 
  Game Master can use these hooks to generate adven-
  tures based on the ideas listed.
  The Settlements of New Spain
  New Spain was the largest and arguably the most im-
  portant of the Spanish Viceroyalties in the region. New 
  Spain encompasses all of modern Mexico, Arizona, 
  New Mexico, southwest Texas, and southern Cali-
  fornia. The capitol of New Spain was Mexico (now 
  Mexico City), located in the old Aztec capitol of Teno-
  chititlan (which lies far to the north, and hence outside 
  the scope of most Skull & Bones campaigns).
  Campeche
  One of three settlements lying just off the map on page 
  38, Campeche is the second most important port on 
  the Gulf coast of the Yucatan peninsula.   Founded in 
  1540 by Spanish conquistadores atop the preexisting 
  Maya city of Canpech. Originally, the Spaniards lived 
  inside the walled city, while the natives lived in the 
  surrounding barrios of San Francisco, Guadalupe and 
  San Román.
  Due to the constant attacks of both English and Dutch 
  buccaneers and pirates such as Francis Drake, John 
  Hawkins, Henry Morgan and Rock Brasiliano, in 1686 
  the government started to fortify the city. The wall 
  surrounding the city of Campeche forms an irregular 
  hexagon around the main part of the city, with eight 
  defensive bastions on the corners
  PRODUCE:  Sugar, Meat (beef, pork and goat), 
  Grain.
  DEMAND:  Luxury goods.
  SCENARIO HOOKS: Rumors say that a high-rank-
  ing government ofﬁcial is willing to pay a handsome 
  sum for occult relics.
  Villahermosa
  One of three settlements lying just off the map on page 
  38, Villahermosa is a small settlement on the Gulf 
  coast of the Yucatan peninsula.  Founded ofﬁcially 
  
  40
  on 24 June 1596 by Spaniards between the banks of 
  Grijalva and Carrizal Rivers, the village also features 
  many lagoons, including La Laguna de las Ilusiones- 
  the “Lagoon of Illusions.”
  PRODUCE:  None
  DEMAND:  None
  SCENARIO HOOKS: The locals say that La Laguna 
  de las Ilusiones is enchanted, and that visitors to its 
  shores will receive visions.   
  Vera Cruz
  One of three settlements lying just off the map on 
  page 38, Vera Cruz is a thriving port city n the Gulf 
  coast of the Yucatan peninsula -- the main port in all of 
  New Spain, where silver from the mines of Mexico is 
  loaded onto the Spanish treasure ﬂeets for shipment to 
  Spain. 
  The port was founded by Hernán Cortés, who ﬁrst 
  landed there in 1519 at the start of his quest to conquer 
  Mexico for Spain. It was named La Villa Rica de la 
  Vera Cruz (“The Rich Town of the True Cross”). 
  The importance of the port and the presence of the 
  treasure ﬂeets have made the city a target for pirates.   
  In 1683, the citizens of Vera Cruz were trapped in 
  the city when the pirate Laurent de Gaff held it un-
  der siege.   In response to such dangers thefortress of 
  San Juan de Ulúa was built on an island in the harbor, 
  beginning in 1565 and substantially expanded several 
  times later.
  PRODUCE:  Tobacco, Silver, Copper, Sugar
  DEMAND:  Slaves, Luxury Goods
  SCENARIO HOOKS:  Secret tunnels are said to ex-
  ist under the city, and local lore has it that they were 
  built by a countess who used them to engage affairs 
  with men in different locations in the city while her 
  husband was away.  
  One nobleman approaches the PCs to say that the truth 
  is far darker -- the countess is a vampire, who uses 
  the tunnels to move about during the day.  He lost his 
  brother to the vampireʼs insatiable hunger, and wants 
  to hire the PCs to venture into the tunnels to put an 
  end to her evil.
  Puerto Caballos
  A small settlement in the southern part of New Spain, 
  originally named for the presence of a ranch that 
  raised horses for the Spanish settlers in the area.
  PRODUCE:  None
  DEMAND:  None
  San Pedro
  A small village built on the shores of Lago de Atitlán 
  (Lake Atitlán), in the shadow of Volcán San Pedro, a 
  dormant volcano.  
  Lake Atitlán is the deepest lake in Central America -- 
  the local Maya indians say that it has no bottom.  Why 
  the Spanish built a settlement here is anyoneʼs guess.
  PRODUCE:  None
  DEMAND:  None
  SCENARIO HOOKS: The 
  settlement of San Pedro was 
  entirely the work of a single 
  religious group, calling 
  themselves Los Pescadores 
  (the ﬁshermen).  Rich noble 
  patrons, and the out-of-the-
  way nature of the settlement, 
  have led the Church to turn a 
  blind eye to the group....but 
  rumors abound that the group 
  travelled from Spain speciﬁ-
  cally to commune with some 
  dark thing which dwells in 
  the depths of the Lake.
   
  
  41
  The Settlements of New Granada
  New Granada is the region covering modern central 
  America, Peru, Chile, and Colombia, and is the center 
  of Spainʼs quest for native gold and silver. Many im-
  portant nobles and clergymen have settled in the area, 
  especially in the capital city, Panama.
  New Granada has seen a much more violent breed of 
  Spanish adventurer and the natives are less inclined to 
  bend as the Spanish push south and east. The natives 
  are notoriously aggressive and the areas outside the 
  settlements are considered dangerous for Europeans. 
  The Spaniards have therefore stopped expanding the 
  settlements in New Granada and are now concentrat-
  ing purely on mining for gold (and stealing the gold 
  of the natives). Gold is shipped to Panama, and then 
  portaged overland to Nombre de Dios and Puerto 
  Bello. From Puerto Bello, treasure makes one ﬁnal trip 
  to Cartagena where it is stored until it is ready to be 
  shipped to Spain. 
  Gran Granada
  One of a number of small ﬁshing towns in the north-
  ern reaches of New Granada.   Founded in 1519, Gran 
  Granada, despite its grandiose name, boasts little in 
  the way of luxury.  The majority of the population is 
  comprised of Aztec and Olmec tribesman, with a small 
  minority of Spanish landowners.
  PRODUCE:  Fish
  DEMAND:  Cotton, Manufactured Goods.
  San Lorenzo
  A small settlement on the Caribbean side of the isth-
  mus of Panama, San Lorenzo had hoped to become 
  the port which would carry gold from Panama to 
  Cartagena, but lost that distinction to Nombre de Dios.  
  When Nombre de Dios was plundered, San Lorenzo 
  saw its opportunity, only to have its hopes dashed by 
  the construction of an entirely new port, Puerto Bello, 
  built expressly for the purpose.
  PRODUCE:  None
  DEMAND:  None
  SCENARIO HOOKS: The true reason for the bad 
  luck of San Lorenzo is an Aztec curse placed on the 
  region, that will forever doom all European efforts in 
  the settlement to failure.   An enterprising merchant 
  might try to hire the Player Characters to lift the 
  curse...
  Puerto Bello
  Constructed in 1597 as the exit point for treasure head-
  ing towards Cartagena, Puerto Bello is a moderately 
  sheltered and well fortiﬁed port on the northern coast 
  of isthmus of Panama. 
   In 1668, pirate Captain Henry Morgan led a ﬂeet of 
  privateers and 450 men against Puerto Bello, which 
  despite being well fortiﬁed, was captured and brutally  
  plundered for 14 days--stripping the city of nearly all 
  its wealth, and resulting in the rape, torture and mur-
  der of many of its citizens.
  A full garrison of Spanish troops now defends the port
  from Fort San Lorenzo, on the point overlooking the 
  harbor.
   
  PRODUCE:  None. (Although the treasure ﬂeets sail 
  from here to Cartegena)
  DEMAND:  Manufactured Goods, Luxury Goods, 
  Slaves.
  SCENARIO HOOKS: Puerto Bello is where the 
  Spanish treasure ﬂeet is loaded before shipment to 
  Cartegena.    Seems like an obvious choice for an ad-
  venture, doesnʼt it?
  
  42
  Nombre de Dios
  Founded as a Spanish colony in 1510 by Diego de 
  Nicuesa, Nombre de Dios (“Name of God”) was the 
  ﬁrst European settlement on the Isthmus of Panama, 
  and was the starting point of a series of rivers and 
  footpaths by which ships could go from the Caribbean 
  across the isthmus to the Paciﬁc ocean (ships would 
  travel upriver, and then be carried short distances 
  overland by their crews).
  Formerly the preeminent port for Spainʼs treasure 
  ﬂeets, Nombre de Dios was situated near an unhealthy 
  swamp, and was nearly impossible to fortify. Francis 
  Drake sacked the colony in June of 1572, and am-
  bushed the Silver Train, a mule convoy carrying a 
  fortune in precious metals, in March of the following 
  year.  By the 17th century Nombre de Dios had been 
  all but abandoned by the Spanish, and its importance 
  to the treasure ﬂeets had been surpassed by Puerto 
  Bello.
  PRODUCE: None
  DEMAND:  None
  SCENARIO HOOKS: A tribe of pygmies call the 
  swamps near Nombre De Dios home -- and legend has 
  it that in 1573, a group split off from the Silver Train, 
  trying to avoid Drake, became lost in the swamp and 
  fell victim to the pygmies.    The tribe now holds the 
  treasure carried by that group...almost worth venturing 
  into a disease-ridden swamp to retrieve.....
  Panama
  On the southern coast of the isthmus of Panama lies 
  the city of the same name. Panama, the capital of the 
  Viceroyalty of New Granada,  overlooks the Paciﬁc 
  Ocean and was founded in 1519 by Pedro Arias 
  Davila. Within a few years of its founding, the city 
  became a launching point for the exploration and 
  conquest of Peru and a transit point for gold and silver 
  headed back to Spain.   Ships from Peru and Chile are 
  off loaded at Panama and the cargo is carried 50 miles 
  overland to Puerto Bello, a seven day journey on foot, 
  through jungle paths. 
  In 1671, Welsh Privateer Henry Morgan, under orders 
  from Jamaican Governor Thomas Modyford, sacked 
  and destroyed Panama with a force of 2,000 men and 
  36 ships. Morgan was made a Lieutenant Governor 
  of Jamaica for this and other actions in the name of 
  England.
  Panama suffers under the Averia and all goods are 
  heavily taxed-- but smuggling into Panama is a difﬁ-
  cult task at best due to the overland journey.
  PRODUCE:  None (Although it is a major port for 
  the Spanish treasure ﬂeets)
  DEMAND:  Slaves.
  SCENARIO HOOKS:  Slaves who are used to carry 
  the cargo from Panama to Puerto Bello tell stories of 
  a race of lizard men who live in the jungle and prey 
  upon the unwary.   An enterprising pirate might decide 
  to make use of these lizard men to hold the route hos-
  tage, charging a toll on all trafﬁc through the isthmus.
  Cartagena
  250 miles to the east of Panama, on the northwest 
  coast of South America, lies the citadel of Cartagena. 
  Pedro de Heredia founded the city in 1533, in an  area 
  where the native tribe called the Mocanáes lived; 
  Spanish accounts describe them as ﬁerce and warlike, 
  and point out that even women fought on a par with 
  men.
  Cartagena is the departure point for the Flota, the 
  Spanish treasure ﬂeet. The Flota carries the riches of 
  the South American tribes to Europe late every sum-
  mer. The treasure ﬂeet sails from Cartagena west 
  to the coast of  New Spain and then north along the 
  coast to Cape Catoche (The extreme northeast of the 
  Yucatan), where it turns to east by northeast and sails 
  for Havana, where it waits for the winds to change to 
  favor sailing to Spain. 
  The city was built into a deep sheltered harbor, and is 
  is home to the largest fortiﬁcation in the New World. 
  The Spaniards designed a defense plan in which the 
  main strategy was the construction of a walled military 
  fortress to protect the city against the plundering of 
  English, Dutch and French pirates. 
  
  43
  San Fernando and San José forts are located strate-
  gically at the entrance of the bay, able to attack any 
  pirate vessels approaching from the sea.  On the land 
  side of the city, the fortress San Sebastián de Paste-
  lillo  and the Castillo San Felipe de Barajas defend 
  from any overland attacks, and provide troops for the 
  defense of the city (and the Flota, obviously).
  Cartagena is extremely wealthy and is home to a great 
  many Spanish noblemen living in the New World. 
  On February 5th, 1610, the Spanish court and the 
  Vatican founded the Inquisition Holy Ofﬁce Court in 
  Cartagena by a Royal Decree issued by King Philip II.   
  The Inquisition Holy Ofﬁce Court is the center of the 
  Catholic Churchʼs power in the New World, ofﬁcially 
  charged with rooting out heresy, overseeing the con-
  version of the native population, and safeguarding the 
  souls of the Spanish colonists.
  PRODUCE:  Pearls, Silver, Gold, Sugar, Ginger, 
  Game, Rubber.
  DEMAND:  Slaves, Grain, Iron, Copper, Cotton, 
  Meat, Manufactured Goods, Luxury Goods.
  SCENARIO HOOKS: The citadel of Cartegena, 
  as the seat of Spanish power and wealth in the New 
  World, is rife with intrigue and a good source for 
  urban adventures of any sort, as a change of pace from 
  the shipboard adventures common in Skull & Bones 
  campaigns.    
  For example:  Cardinal Silverio de Bocanegra, of the 
  Ofﬁce of the Holy Inquisition, is a very powerful man.  
  Rumor has it that he has studied the magic of the Bo-
  kors, and now acts under the thrall of a powerful Djab.  
  If this is true, he must be stopped...but is this nothing 
  more than an attempt by his rivals to bring down a 
  powerful man?
  Santa Marta
  Santa Marta was the second settlement founded in 
  South America after Cumaná.  It was founded in July 
  29, 1525 by Spanish conquistador  Rodrigo de Basti-
  das.  It is a small settlement, primarily a ﬁshing and 
  logging community.
  PRODUCE:  Wood
  DEMAND:  Cotton, Livestock
  SCENARIO HOOKS: The logging activity of Santa 
  Marta has brought the settlement into conﬂict with a 
  tribe of Amazons (see page 140 of the main Skull and 
  Bones  rulebook) living in the interior jungle.  The 
  Amazons are isolationist, and are considering drastic 
  action to protect their home.
  Rio de la Hacha
   In 1535, a German explorer named Nicholas Feder-
  mann, working on behalf of Spain, founded a city 
  with the name Nuestra Señora Santa Maria de los 
  Remedios del Cabo de la Vela (Our Lady Saint Mary 
  of the Remedies of the Cape of the Candle) in a harbor 
  protected by a thin cape.  
  The Spanish discovered a vast amount of pearls in the 
  cityʼs area, which made the city a constant target for 
  pirates. After the city was destroyed by a pirate raid, 
  the city government relocated the city further back 
  away from the cape, at the mouth of the Rancheria 
  River, in order to confuse the pirates, and hopefully 
  give the city time to rebuild before the next attack. 
  The new city, named Nuestra Señora de los Remedios 
  del Río de la Hacha (Our Lady of the Remedies of the 
  Ax River) expanded peacefully for a short time in itʼs 
  new location, but pirate attacks soon resumed. A major 
  attack, led by famous English Pirate Francis Drake, 
  took place in 1596, when Drake pillaged the city 
  searching for gold and pearls.
  PRODUCE:  Pearls
  DEMAND: Manufactured Goods
  SCENARIO HOOKS: Divers at Rio de la Hacha 
  have dug up a huge pearl, larger than any before seen.  
  The pearl is magical -- the wielder is able to Control 
  Weather as a 12th-level sorcerer.   Two parties are 
  currently trying to secure the pearl for themselves -- a 
  Bokor, and a representative of the East India Trading 
  Company -- both of whom would use the power of the 
  pearl for their own beneﬁt.
  
  44
  The Settlements of New Andulusia
  The Viceroyalty of New Andalusia includes 
  modern Venezuela and Guyana, and is the least 
  important of Spainʼs settlements in the New 
  World.  Many of the cities, such as Cumana 
  and Caracas are thriving, self-sufﬁcient ports, 
  but New Andalusia is not considered of critical 
  interest in the eyes of the Spanish Royal Court, 
  mostly due to lack of gold and silver produced 
  in the region.
  Maracaibo
  Halfheartedly settled by the Spanish at the nar-
  row straight separating the Gulf of Venezuela 
  and Lake Maracaibo, Maracaibo is a less-than-
  thriving port -- set too far back from the main 
  trade routes to attract much trafﬁc at all.
  PRODUCE: None
  DEMAND:  None
  SCENARIO HOOKS: Word has reached the PCs 
  that a notorious pirate has settled in Maracaibo, “lying 
  low” and intending to live out the rest of his days in 
  quiet comfort in an out-of-the-way settlement.   How-
  ever, the pirate is believed to be the only surviving 
  member of a crew that once buried a fantastic treasure 
  somewhere in the Caribbean.   The PCs will have to 
  travel to the backwater settlement, ﬁnd the old pirate, 
  and get the information. 
  Gibraltar
  If Maracaibo is an out-of-the-way settlement, then 
  Gibraltar (named for the city in southern Spain) is 
  truly the “back of beyond.”    A tiny ﬁshing village on 
  eastern shore of Lake Maracaibo, Gibraltar is home to 
  a small mission whose priests minister to the natives 
  of the interior.
  PRODUCE: None
  DEMAND:  None
  SCENARIO HOOKS: The brothers of the mission in 
  Gibraltar are actually Knights of Christ (see page 26 
  of this issue), who stand guard over a secret Templar 
  treasure that they have hidden here, away from the 
  prying eyes of the world.
  Coro
  The name “Coro” is believed to be an indigenous word 
  meaning “wind”, and the full name of the settlement 
  is Santa Ana de Coro.  It is located to the Southwest of 
  the thriving Dutch island settlement of Curacao, and a 
  good amount of illicit trade goes on between the two 
  settlements, with Coro often providing Curacao with 
  slaves captured from the native tribes of the Venezu-
  elan interior.
  To the north of the settlement lies the only desert in 
  the Spanish Main:  Los Medanos de Coro.   Sand 
  dunes that have grown into roughly 80 square miles in 
  area, rising up to 25 feet high, and constantly shifting 
  due to the winds coming in off the sea.   It is rumored 
  
  45
  that many pirates have buried treasure under these 
  shifting sands.
  PRODUCE:  Slaves
  DEMAND:  Meat, manufactured goods.
  SCENARIO HOOKS: The blowing sands of Los 
  Medanos de Coro have uncovered an ancient stone 
  temple, built by an unknown race thousands of years 
  in the past.   What treasures lie within....or what hor-
  rors?
  Puerto Cabella
  A small settlement on the northern coast of New 
  Andalusia that does brisk business with the smugglers 
  and black marketeers of Curacao and Tortuga.  The 
  colonial government turns a blind eye to most of these 
  activities, because it keeps such undesireable traf-
  ﬁc out of Caracas and Cumana -- plus, the smuggled 
  goods allow them to circumvent the averia tax, allow-
  ing the nobles to purchase the items they want for far 
  lower prices than in larger settlements.  As a result, 
  nobles and merchants from Caracas and Cumana often 
  make journeys to Puerto Cabella for the express pur-
  pose of shopping.
  PRODUCE:  None
  DEMAND:  None
  SCENARIO HOOKS: The son of a wealthy Spanish 
  noble has gotten it in his head to become a pirate, and 
  has run away to Puerto Cabella in the hopes of ﬁnding 
  passage to Curacao, where he hopes to sign on with a 
  pirate crew.   The boyʼs father is willing to pay a hand-
  some sum for his return, safe and sound.
  Borburata
  One of the original settlements in the area, founded 
  1526, Borburata has dwindled over the past few de-
  
  46
  cades, as the population has slowly migrated to Ca-
  racas, a much busier post.  All that remains now are a 
  few logging and farming operations.
  PRODUCE:  Wood, Fruit, Tobacco
  DEMAND:  None
  Caracas
  Caracas, the capital of the Viceroyalty of New Andalu-
  sia, is a large port, surrounded by tropical forests and 
  lush farmlands, and is one of the preeminent trading 
  ports on the Spanish Main.
  Caracas was ofﬁcially settled in 1567 as Santiago 
  de Leon de Caracas by Spanish explorer Diego de 
  Losada, and gradually grew as the majority the popu-
  lation of Borburata migrated there to take advantage 
  of a sheltered, deep harbor and a steady supply of 
  fresh water from mountain streams and inland lakes. 
  Caracas is vitally important to the economy of  New 
  Andalusia and is steadily growing in power. 
  PRODUCE:  Iron and Copper
  DEMAND:  Sugar, Manufactured 
  Goods, Luxury Goods (circumvent-
  ing the averia)
  SCENARIO HOOKS:  A tribe of 
  Island Giants (see page 144 of Skull 
  & Bones) lives in the Cerro El Ávi-
  la, a mountain that stands between 
  most of the city and the sea.  They 
  have begun to resent the disturbance 
  of their home by the settlers, and 
  have started hurling rocks from the 
  mountain down into the harbor.   
  The city is willing to pay adventur-
  ers to journey up into the mountain 
  passes to get rid of the threat.
  Cumana
  The easternmost port in New Anda-
  lusia, Cumana is the oldest settle-
  ment in South America.   Founded 
  in 1503 by the Spanish as a plantation, Cumana is 
  the largest producing tobacco colony for the Spanish 
  and is therefore heavily taxed to help pay the cost of 
  colonization and escort ships. Dutch smugglers have 
  taken advantage of this and routinely smuggle entire 
  shiploads of tobacco out of Cumana. 
  Cumanaʼs harbor and the coastal sea bottom is an ideal 
  ground for pearl production as well, which has brought 
  wealth (and attention from pirates) to the area.
  To protect the pearl ﬁsheries, defend eastern New An-
  dalusia and combat pirates smugglers, the Viceroyalty 
  has stationed a garrison at Cumana and built a pair of 
  forts to guard the harbor.
  PRODUCE:  Tobacco, Furs, Pearls
  DEMAND:  Manufactured Goods, Luxury Goods
  SCENARIO HOOKS:  The willful daughter of a 
  Dutch merchant was caught smuggling tobacco out 
  of Cumana, and is currently imprisoned in one of the 
  forts, awaiting execution.   Rescuing her would not 
  only be a slap in the face of the Spanish, but would 
  also leave her father indebted to you....not to mention 
  that sheʼs beautiful....
  
SOURCE: textdata/thevault/Buccaneers & Bokor/Buccaneers & Bokor 006.pdf