(In honor of Talk Like a Pirate Day, September 19.)
In the late 17th century, the capital city of piracy was Port Royal in Jamaica. It was the biggest city in the Caribbean, and sympathetic governors turned a blind eye to British, Dutch, and French Hugenot pirates preying on the Spanish treasure fleets in exchange for their help defending the colony. Port Royal quickly became the original wretched hive of scum and villainy. It was called the "wickedest city in the world" where pirates came to spend their loot on rum, women, rum, women, rum, women, and rum. In the summer of 1692 it all came crashing down, literally, when an earthquake (followed by a tsunami) flattened Port Royal and killed half the population. The government and the port moved to Kingston, and tolerance for pirates waned as European politics shifted.
ENCOUNTERS IN PORT ROYAL
(Roll 1d20 if you're wandering around Port Royal during its glory days, 1d10 if you're staying put watching the newcomers pass by.)
- Roll twice and combine
- Plot advancing encounter: Someone or something connected to the reason you're in Port Royal at all.
- Bats: A swarm of bats envelops the party. They're harmless but distracting.
- Crocodile: A magnificent 20-foot male croc, wandering through town as if it's looking for someone.
- Cryptic Map: A treasure map written in some kind of cipher.
- Monkey: A clever capuchin monkey, whose owner has trained it to fetch unattended jewelry. It will naturally sieze the most valuable thing in the heroes' possession, then flee across the rooftops.
- Pirate Captain: One of the legendary pirate leaders accompanied by 1d6 henchmen. All are armed.
- Pirates: 2d6 drunken pirates, equipped with fearsome knives. They're mostly interested in finding more rum, but are also interested in loose women or a satisfyng brawl.
- Soldiers: 1d6 British soldiers. They turn a blind eye to most of the criminality going on, but will intervene if anyone's using firearms or if someone's trying to burn down a building.
- Tropical Storm! Without warning the wind picks up and the rain starts coming down. For the next 2d6 hours the streets are rivers, flying debris is everywhere, and it's impossible for ships to leave the harbor.
- Ambush: Why go out and steal Spanish gold when you can just rob drunken pirates in Port Royal? 1d6 local toughs armed with cudgels spring out and attack, hoping to subdue and rob the party.
- Armed Drunkard: A pirate sitting on a keg of rum with a pistol in each hand. Every passer-by has to drink a half-pint mug — or else!
- Fire! A house is in flames, and the wind could spread it to other buildings. As always, a crowd gathers.
- Ghost: In a supernatural setting this is a real ghost, possibly seeking vengeance on whoever killed it. In a realistic Caribbean, this could be someone pretending to be a ghost as part of some scheme.
- Ladies of the Evening: Actually, they ply their trade at all hours. 1d6 filles de joiedressed in scandalous outfits (with stilettos tucked in their stockings in case of emergency). They know all the latest news, and quite a few secrets, as well.
- Pursuit: Someone you don't want to meet has spotted you and gives chase.
- Recruiter: The quartermaster of a pirate (excuse me, "privateer") ship is calling for men to sign on for a voyage. It's supposed to be a short cruise and easy money. Of course it will.
- Ship's Chandlery: A shop selling equipment for mariners. This one is fully-stocked, and also has a good sideline selling items given in barter by pirate customers. If they don't have what you need, it probably isn't available in the Caribbean.
- Tavern: One of many, many taverns in Port Royal. It's just a house with kegs of rum. Some of the more high-end joints have wine and home-brewed beer. The perfect place to find someone with a shady mission.
- Tracks: Roll again to see what you find traces of.
SITUATIONS IN PORT ROYAL
(Roll 1d6, then consult the table above to determine who A and B are.)
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X
REACTION TABLE
(Roll 2d6 and apply appropriate modifiers.)
2-3: Immediate attack!
4-5: Unfriendly
6-8: Neutral
9-10: Friendly
11-12: Very Friendly
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