TEXT: Privateer’s Bounty
  A Savage Tale
  by
  Zeke Sparkes
  Maps By Niklas Brandt
  Edited by Simon Lucas and
  Shane Lacy Hensley
  Playtested by Skipper Beale, Kyle Gallagher,
  Michelle and Shane Hensley, John and
  Christy Hopler, Bert Isla, Chris Libey, &
  Christopher Toh
  This electronic book is sold exclusively at
  RPGNOW.COM. Redistribution by print or
  file is a violation of copyright
  Savage Worlds, Smiling Jack, Great White Games, 50
  Fathoms and all unique characters, creatures, and
  locations herein are Copyright 2003, Great White
  Games. Privateer’s Bounty is copyright Zeke Sparkes.
  
  2
  The boards groan and the ship skims along,
  her sails taut with the full wind. Ocean spray
  smashes rhythmically off the bow as she slices
  through wave after wave. She’s a lean ship, fast
  and well-rigged; built for speed.
  It’s been a tense four hours since the lookout
  first spied the French frigate. She sits low in the
  water, fat with whatever cargo and riches her
  captain hauls. She’s close enough now that a
  spyglass isn’t needed to keep her in sight.
  The time has come. The crew waits
  expectantly, looking at the captain as the
  merchant is brought within cannon range.
  “McKracken, give her a warning shot, let’s see
  how smart this Frog is!”
  The captain’s booming voice hardly stops
  ringing before the first shot is away. A crack of
  thunder and a quick puff of smoke belch from the
  lead gun. The crew leans on the railing straining to
  see where the cannon ball lands.
  A lonely white plume of water erupts just off the
  bow of the French vessel; McKracken has once
  again shot true. An uneasy silence settles across
  the ship as the captain studies the horizon for the
  Frenchman’s answer. Minutes painfully tick by as
  the captain patiently waits for the colors to be
  struck. Five long minutes and no change.
  “Mr. Paddington, come two points to starboard,
  close the gap between us. Gunners, take aim...”
  The captain’s face is like chiseled stone as
  always, but a brief flicker of regret, or maybe
  weariness, passes quickly. Most of the crew seem
  to share his thoughts, disappointed that today’s
  rewards will not come easy, though more than a
  few lips on the deck turn to twisted cruel smiles.
  This ship’s bounty will be paid in blood.
  Setting
  Privateer’s Bounty is a quick one or two night jaunt
  into the age of the sail. It’s a great one-shot story that fits
  well between bigger campaigns or on nights when not
  everyone can make it for your regular setting.
  It takes place on an English privateer vessel during the
  tail end of the Napoleonic Wars. It is a slightly alternate
  history so the exact time and place are unimportant. You
  can give your players plenty of leeway with character
  creation as long as it fits the feel of the era in general.
  Read the following to let the players know the current
  events that matter to the story and give them an idea of
  the flavor of the setting.
  For over a decade the English have been
  engaged in a war with the new french Emperor
  Napoleon and his recent ally, the Spanish. Fierce
  battles of smoke and blood are waged by
  enormous ships of wood and canvas on the open
  seas, while masses of troops fight muzzle-to-
  muzzle on the mainland.
  It is a time when weeks or months of tedious
  travel can quickly turn into hours of bloody
  A Voyage Damned
  
  3
  destruction and death. It is also a time of the age-
  old profession of pirates—and privateers.
  Both sides of the conflict are more than willing
  to gain a helping hand from enterprising civilians.
  The English, French, and Spanish all issue
  “Letters of Marque” to those bold enough to
  accept the risks that go along with it. Anyone who
  holds one of these letters is authorized to engage
  in commercial raiding against the shipping of the
  issuing nation’s enemies. The brave souls who
  answer the call are known as “privateers”.
  Typically, privateers operate small fast ships,
  well-armed for their size. Their primary targets are
  almost always slow, poorly-defended merchant
  ships, though bold or desperate privateers have
  been known to attack military vessels from time
  to time.
  The life of a privateer is mostly the hard work
  of sailing, punctuated with the frantic hours of
  combat it takes to capture a juicy prize. The
  reward of the life-style is a share of whatever
  plunder is taken. Many sailors become quickly
  accustomed to carefree lives of wealth after one
  or two valuable hauls.
  This lavish and exciting job attracts those from
  all walks of life. Riggers, gunners, doctors,
  navigators—anyone with an adventurous streak
  can find a home on these ships. It is not unheard
  of for a man to sign up on a foreign privateer
  vessel that preys on ships of his own homeland.
  In lean times, many crew are tempted to cross the
  line from privateer to pirate and plunder ships of
  the same nationality.
  Character Creation
  Nearly everything your players need to create their
  characters for Privateer’s Bounty is found in Savage
  Worlds. Characters should be started at the Seasoned
  Rank for this Savage Tale.
  Hindrances
  The Enemy Hindrance isn’t appropriate for this
  adventure setting, there just isn’t enough time or room to
  bring in a character’s personal enemies.
  Edges
  The following Edges are not appropriate for this
  adventure setting: Arcane Background, Arcane
  Resistance, Rich.
  Characters might often climb rigging, swing on ropes,
  leap from one ship to another, etc. Acrobat is a very
  useful Edge in this setting. The following new Edges are
  available as well.
  Musketeer
  Requirements: Novice, Shooting d8+, may not have
  the All Thumbs Hindrance
  Some characters have a natural affinity with firearms,
  or have trained for years to load quickly even while under
  fire. Characters with this Edge can reload a firearm in a
  single action. They may walk while reloading, but may not
  run. The Edge does not apply to cannon, only to personal
  arms.
  Rope Monkey
  Requirements: Seasoned, Agility d8+, Climbing d8+
  Rope Monkeys are those sailors who may as well have
  been born in the rigging. They always seem to know just
  the right rope to cut to swing to some other part of the
  ship, and can ride the lines or sails down to avoid an
  otherwise nasty fall.
  Rope Monkey has two functions. The first is to allow a
  character on the exterior of the ship to move to any other
  exposed part of the ship by swinging from the rigging. This
  counts as the character’s movement and requires a
  Climbing roll. If successful, he moves to any other external
  Alright kiddies let’s
  talk about just
  how historical
  this setting is.
  Thing is,
  it’s not. It is
  just a quickie
  adventure meant
  to capture the feel
  of an era. So don’t
  knock yourself out trying to decided if
  it’s 1810 or 1811!
  Don’t let any of your players give you
  lip about how many British regiments
  were in Spain at the time or any other
  nit-picky detail either. Just tell Mr.
  History Channel it’s an “alternate”
  history and get on with trimming the
  sails and firing the cannons already!
  Once you see the creepy twist at the
  climax of this little tale you won’t be
  worrying about that stuff anyway.
  You’ll be more concerned with cleaning
  your pants!
  
  4
  area of the ship. He may not move further this action even
  by “running.” With a raise, he can move and gains
  momentary surprise on any foes, adding +2 to any
  Fighting attacks and damage rolls for the round. This can
  also be combined with a Trick maneuver.
  Rope Monkeys may also use this ability in forests with
  tall trees and plenty of vines. In that case, the Climbing
  roll is made at -2 and the character may reposition himself
  within d10”.
  A foe who wants to take his free attack at a Rope
  Monkey swinging out of melee must subtract 2 from his
  roll. The same applies to characters with First Strike—
  they suffer a -2 penalty to their Fighting roll.
  Rope Monkeys may also make a Climbing roll any
  time they fall from a ship’s rigging (and are conscious).
  Success means they take half the usual falling damage
  by grabbing onto ropes as they tumble. With a  raise, the
  sailor manages to slide down a rope and suffers no
  damage.
  Gear
  Players can take any weaponry that is listed in the
  Savage Worlds rules as Medieval or Black Powder. Heavy
  armor such as chain and plate makes it hard to get
  around on a ship and often results in a quick trip to Davey
  Jones’ locker, so it is very rarely used.
  For this adventure cannons take three actions to load
  with a crew of four, or six actions to load with less than
  four.
  Setup
  It is assumed that the characters in this adventure
  have been around for a while and seen several adventures
  already. Maybe some of them have served on ships
  before, maybe they were foot troops. Once the characters
  are made and bumped up to Seasoned it’s time to update
  everyone on the current situation and get the ball rolling.
  The last two years of the war have gone very
  well for the English. Despite Spain coming to the
  aid of France, England’s well disciplined fleet has
  come through time and again, turning the tide of
  the war.
  Nearly every major port city on the northern
  coast of France and Spain is blockaded by
  English ships. A large English fleet also holds the
  Straits of Gibraltar and most of the southern
  coastal cities of France and Spain. The result has
  been devastation to their economies.
  Unfortunately, that also means times have
  grown grim for privateers. The normal trade routes
  are all but empty these days. There is hardly any
  traffic in the Atlantic Ocean, and the pickings in
  the more distant Mediterranean aren’t much better.
  Floating
  Playgrounds
  Sailing ships are virtual playgrounds for
  characters to fight on. There’s an entire
  world high above the deck of the ship in
  which to climb, swing, and fight.
  Shrouds are the main stay-ropes that
  hold the masts to the sides of the ship.
  Most shrouds have ratlines—horizontal
  ropes that act as ladders for the crew.
  There are numerous other haul lines and
  halyard ropes hanging from the rigging that
  can be climbed in a pinch. You can move
  half your Strength in inches each rung
  when climbing up or down these ropes. Zip-
  lining down the ropes lets you move your
  full Strength in inches each round, but you
  must make an Agility test or fall.
  Hanging above or below each sail are
  varied wooden spars and foot ropes.
  Characters moving more than half their
  Pace across these must make an Agility
  roll or fall. To use a foot rope this way the
  character must either have another spar or
  rope to stead her hands on, or crawl
  underneath it using hands and feet. Anyone
  attempting to walk across a rope with
  nothing to hold onto must make an Agility
  roll at -2 or fall.
  Life in the rigging—or “Tops”—is a
  dangerous business. Ships’ masts stretch
  far to the heavens to harness as much of
  the wind’s power as they can. Even in the
  best conditions one slip can mean falling to
  your death. There are wooden platforms
  and spars at the top of each sail. This
  divides the rigging into levels—one for each
  sail—each roughly 10" tall. The Coarser
  and most midsize ships have three levels.
  Some very small ships have only one or
  two, while only the largest have four. If a
  character falls she may make an Agility roll
  at -2 to try and catch herself. She may
  attempt this roll at each level with an
  additional -2 each time. So if she fell from
  the third level she would get one chance at
  -2, one chance at -4, and a final chance at
  -6 before hitting the deck.
  
  5
  It is because of these hard times that you
  have come to the small port town of Willton. The
  legendary privateer captain Malachai Hunter is
  putting together a crew for his ship, the Gray
  Coarser, and heading out from this very town.
  Captain Hunter is one of the most famous and
  successful privateer captains in recent memory.
  He never comes back empty-handed and his
  sailors can often retire after sailing with him for
  only two or three years.
  You make your way along the docks, stomach
  grumbling as you pass by several inns and catch
  a whiff of fresh-baked bread. It doesn’t take long
  to find the right place. There is only one ship in
  the port sleek and immaculate enough to be the
  Gray Coarser.
  She certainly looks like she’ll live up to all the
  stories you’ve heard. The sails on her two and a
  half masts are furled right now, but under full sail
  it almost looks like she could lift right out of the
  water and fly. From the striking greyhound
  masthead to the lattice work on the aft she is
  perfect, not one scratch, not one chip of paint, not
  one barnacle.
  You make your way up the gangplank and get
  in the line leading to her deck where two men sit
  at a table. One is hard-faced and silent, a
  weathered, scarred old man who is even more
  imposing than the descriptions. There is little
  doubt this is Captain Hunter. The other man is a
  stark contrast, shorter by a full head and stout
  with a healthy pink color to his skin. He sits in
  front of a large ledger, questioning each sailor who
  has come to sign up.
  As the characters come to the head of the line, Mr.
  Flinch looks them over, then pushes the ledger towards
  them, a quill lying across the page. Mr. Flint addresses
  each of the new recruits in turn, though it seems merely
  a formality.
  The actual words and questions can change each
  time, but this is a wonderful time to get the characters to
  introduce themselves. Of course, each of the characters
  are accepted to the crew. If any seem especially adept or
  have a good amount of experience, Flinch might even be
  willing to give them higher level functions and larger
  shares of any plunder.
  Let the players answer the following questions:
  “Name?
  “What is it that you do?
  “Why do you want to sign up on the Gray
  Coarser?”
  Act I
  Now that the characters are signed up on-board the
  Coarser, they only have the remainder of the afternoon to
  get all of their possessions shipside. The ship is leaving
  at sun-up the next day. If the characters signed up as
  deck-hands their accommodations leave something to be
  desired—a hammock and sea chest in a large common
  room that is home to the entire crew. Any characters who
  took more prestigious jobs get their own tiny state room
  with barely enough space to stand up and dress next to a
  narrow bed.
  Scene I
  You bring your gear on-board and try to get
  accustomed to your new, cramped, living quarters.
  After finally getting all of your belongings into the
  sea chest, you sit back to relax. That’s when you
  realize just how small your living space is. This will
  be a long, hard trip but if the stories are even half
  true the pay will be well worth it.
  As the evening wears on, more of the ship’s
  crew move their gear on-board and prepare for the
  long journey ahead. By dinner bell the Coarser is
  teeming with people from all walks of life.
  Along with a fine dinner of beef, stew, and fresh
  buttered vegetables, double rum rations are
  handed out. Meals like this will be few and far
  between in the future to be sure. After dinner, while
  the rum is still flowing and spirits are high, Mr.
  Flinch makes his way amongst the crew.
  Outside, you hear a summer storm rolling in.
  Jonathan Flinch
  Mr. Flinch is the first mate of the Gray Coarser. He
  serves as a much needed link between the laconic
  Malachai Hunter and the crew. Captain Hunter leaves
  most of the day to day operations to Flinch.
  Despite the fact that Flinch is very nearly the captain of
  the ship as far as most decisions go, he is still very
  friendly with the crew. He’s always glad to share a rowdy
  story over a cup of rum or two—or three.
  Mr. Flinch has a few hearty laughs with a small
  group of veteran sailors. He pats them on the
  back and walks over to where you are sitting.
  “Welcome aboard mates. I’m Mr. Jonathan
  Flinch, first mate on this beauty. You’re one of the
  new batch ain’t ya? Aye, I thought so. Well sit
  back and let old Flinch tell you a thing or two.”
  Flinch engages the characters in conversation and
  tries to answer any questions they might have. He loves to
  tell stories, so try and slip in any of the following tales  if
  you get a chance, either now or later.
  
  6
  Snipers
  So there we was, rigging fouled with one of the
  fattest merchant ships we’d ever overtaken. Her
  captain was down and most of her crew had long
  since given up the fight. Well, those who hadn’t
  given up the ghost anyway. The fight wasn’t over
  yet though. Tucked neatly away in the crow’s nests
  were a pair of snipers. One perched on each mast.
  They had been pickin’ us off the entire time
  and we hadn’t even noticed. It wasn’t until the
  fighting died down and Ogle and Blevins each took
  musket balls to the head that we knew we had a
  problem.
  The cap’n was so enraged when he spotted the
  two that he climbed the rigging on the Coarser
  faster than you can say “heave-to!”. Once he hit
  the top, I tell ya he didn’t inch out on the yard arm.
  No, no, he flat out ran across it! Ropes snapped
  and wood splintered to the left and right of his
  fearless charge as the marksman tried to bring
  him down.
  Once he was close enough he made a mighty
  leap from the yardarm into the other ship’s crow’s
  nest. His saber landed a telling blow before his
  feet ever touched the ground. Clean through the
  shooter’s neck it snapped—and buried so far into
  the mast that it’s still there to this day!
  Since he couldn’t retrieve his sabre, the
  captain drew his knife and turned his attention to
  the second sharpshooter. Reaching up into the
  rigging he slashed at the end of a rope, grabbed it,
  and sailed across to the other mast.
  He landed spot-on in front of the second
  shooter. The rifleman frantically pulled the hammer
  back on his musket, but Hunter grabbed his
  weapon and pulled it aside just as the hammer fell.
  The smoke from the shot hid them both from view
  but when it cleared the only one standing was our
  captain!
  Three on One
  The most amazing thing I ever saw Captain
  Hunter do was on a cold September night. We had
  spied a Spanish ship ripe for the plunder just off
  the tip of Gibraltar. Once we engaged her, we
  found out her cargo had been a unit of Dago
  troops. Now I ain’t sayin’ that Dagos are good
  fighters mind you, but we just weren’t prepared for
  them, see? So when they came out to meet us
  they managed to push us back onto the Coarser.
  Things didn’t look too good for us; we were
  back on our haunches with nowhere to go. One of
  their officers had spotted the cap’n and was
  making his way towards him. Only these
  Spaniards, they didn’t play fair—he was bringing
  three other soldiers with him.
  Any lesser man would have struck his colors
  and handed his sword over right then and there,
  but not Captain Hunter, lad, not by a long shot. He
  just glared at them and beckoned them to try and
  take him.
  As they closed, two of the dirty scoundrels
  scored hits with their pistols, but they couldn’t
  have gone too deep ‘cause near as I saw the
  captain didn’t even feel them.
  The first man came in with sword raised.
  Hunter raised his dagger to meet the blow, pulling
  him by and over the railing. The others fell upon
  him right after. The second one dropped right away
  to a solid blow from the captain’s saber. The third
  managed to slide his sword right into Hunter’s
  side. For a brief second the Dago thought he had
  him, and so did I to tell the truth.
  
  7
  When the captain showed no sign of surrender
  the Spanish officer drove his sabre right for his
  heart. The captain’s knife flashed out once again,
  deflecting the thrust just inches to the side. It
  slammed home in the other Spaniard’s chest. The
  officer gawked in disbelief, but ol’ Hunter he didn’t
  pause a beat. His knife clattered to the floor as
  his hand snaked out to the officer’s belt, fixing on
  a pistol butt.
  Have you ever seen what happens when the
  hammer drops on a pistol that’s jammed up under
  someone’s jaw? One blast of fire and smoke and
  ’twas all over. The only one left was Captain
  Hunter, two bullet holes and a sword in his side
  but standing tall. After a show like that the
  Spaniards practically begged to surrender.
  The Galleon
  You won’t believe the biggest haul we ever
  made. It was about three years ago and we had
  been patrolling the normal waters with no luck.
  Captain Hunter took us into the Med’ looking for a
  stray merchant.
  What we found wasn’t a merchant ship at all
  but a full blown Spanish galleon. The helmsman
  had already started turning the Coarser about
  before Hunter even gave the order. What he
  bellowed though was not what we expected at all.
  “Stay that helm Mr. Boddington! Who gave you
  the order to flee? Start closing the distance you
  sorry excuse for a sailor!”
  We stared wide-eyed and slack-jawed for a
  flutter of time, but by God Boddington turned that
  wheel right quick. Shocked, we made preparations
  to enter the mouth of hell itself as the ship drew
  closer to the Spanish behemoth.
  It seemed like time stopped and the whole
  world had gone crazy as our tiny ship drove
  straight for certain death. The Spaniards had
  likewise adjusted course to come straight down
  our throats.
  As we got within range of their large guns, they
  fired all four bow chasers at us. For an instant we
  thought this might not be so bad after all. Then
  she began a slow turn to port bringing her
  broadside to bare. Hunter angled our ship slightly
  to match their course and to keep them from
  crossin’ our T. Though there was nothing he could
  do to stop the full force of their broadsides.
  Over and over for what seemed an eternity they
  pounded us with everything they had. Rigging
  snapped, canvas tore, wood splintered, and blood
  spilled, but our course held steady. The closer we
  got, the worse the barrage. Holes in our hull were
  taking on water and in a moment of sheer terror a
  cannon ball tore through our main mast. The
  massive timber burst loose, crashing across the
  deck until finally coming to a crooked rest half-
  suspended by the rigging.
  Surely we were done for, we turned to the
  captain just waiting for the sign to strike the
  colors. But ‘is fiery eyes was fixed only on the
  Spanish ship. We knew the only respite we would
  find that day would be in Davey Jones’ Locker.
  When we turned back to face our foe, we had
  closed up alongside her. We were broadside to
  broadside with that wooden whale. I was sure it
  would be over in a few short breaths. Then we saw
  the method to Hunter’s madness. We were so low
  in the water that the Spaniards couldn’t drop their
  cannons to take aim on our battered Coarser.
  “Look lively you lot! Pay these bloody Dagos
  back shot for shot! You marksmen, keep our
  decks free of any unwanted guests. She’s ours for
  the taking men!”
  Our gunners tore into the galleon like rabid
  wolves. I tell you, we were so close that the
  splinters of her hull were raining down on us. While
  they went to work our musketeers took careful aim
  to clear their railings of any who peered over. In
  only a few short minutes we rent a hole all along
  her starboard and she began listing slightly as her
  colors struck.
  It cost us greatly in both ship and men but
  you’ve never seen such riches as we took on
  board that day.
  After Flinch has answered the characters’ questions
  and told one or two of his stories about Captain Hunter,
  it’s time to get underway.
  The ship is supposed to set sail tomorrow morning, but
  all that is about to change.
  The storm outside has increased in intensity as
  you tended your rum and listened to Flinch. You
  can hear heavy wind outside and those coming in
  drip with rain.
  A thunderclap startles you. No, it’s the crash of
  the front door being flung open. Standing in the
  doorway, limned by lightning, is the stern silhouette
  of Captain Hunter.
  “Get above deck ye land lubbers, we’re setting
  sail immediately!”
  Without another word the captain walks back out into
  the pouring rain. A few of the crew mutter under their
  breaths and tip their mugs back to finish the last bits of
  rum before heading out into the storm.
  The trip has begun.
  
  8
  Scene II
  Captain Hunter received word of a fully-laden merchant
  ship that slipped past the English blockade. A friend of his
  in the navy sent word via courier that several days ago the
  El Marione put to sea and is hugging the coast on its way
  to make port in France.
  Though the news is a few days old, if the Coarser sets
  sail immediately there’s a good chance it can run down
  the prey before she gets to port. With times as lean as
  they are, Hunter will be damned if he lets an opportunity
  like this pass him by.
  Despite having a few drinks in them the crew sets
  about their job smartly. Have any characters who are
  actively helping make a cooperative Boating roll to add to
  the crew’s total. Go ahead and let one of your players
  make a group roll for the crew (Boating d8) at -2 for the
  bad weather. A failure means one of the crew has slipped
  off of a wet yardarm and tumbled to the deck of the ship. If
  the roll is botched, part of the rigging has torn loose
  hanging one of the crew and fouling a sail until a repair roll
  is made (also at a -2 for the weather).
  Once underway, the Coarser is on the trail of the El
  Marione for at least two days. The weather clears up as
  the first night passes and provides good winds for the
  remaining days. Have a player make two more group
  boating roles for the crew—one for each day.
  During this time, if the players ask around a bit there
  are plenty of rumors circulating. All of them mention that
  Hunter was tipped but who tipped him off and what the El
  Marione carries vary greatly. Some say the navy told him
  about a ship carrying arms, others that a shadowy figure
  tipped him off to a shipment of rum. Still others whisper
  that a force too dark to name put images of a ship laden
  with gold in his head.
  If the crew failed all three Boating rolls of the trip then
  they overtake the El Marione in the dead of night and have
  to board her with all the troubles that brings. If they made
  at least one of those rolls the battle happens in the
  afternoon.
  Have the players make Notice rolls as the ships get
  closer. Anyone who succeeds can clearly make out the
  Spanish flag flapping in the breeze. If a player gets a raise
  let them know that the merchant sits a bit high in the
  water, meaning she isn’t carrying a very heavy cargo.
  The shape of a fat Spanish merchant ship
  becomes clear on the horizon. Doubtless it is the
  El Marione and Captain Hunter has led you to your
  first prize of the cruise. The Coarser is lean and
  fast. Under full sail she closes the distance
  quickly.
  Captain Hunter barks out his orders, “Run out
  the guns boys, let’s give her a taste of England!
  Break her but don’t sink her.”
  Boarding
  Actions
   Once the ships are close, a
  boarding action can begin. The
  characters must find a way to get
  from their ship to the other. With all
  the spars and rigging on sailing ships
  there are several ways to go about it.
  Grappling hooks make great tools
  for boarding. The Coarser has ample
  hooks and rope along the side railing
  for just this purpose. Heroes can get
  a hook caught up in the rigging with a
  successful Throwing roll—they can
  then swing up to 5" onto the other
  ship’s deck. Alternately they can
  make a Throwing roll to attach the
  grappling hook to the other ship’s
  railing to create a tightrope.  The
  tightrope isn’t without danger
  though—characters on either side
  may loose the hook or cut the rope
  to prevent crossing. Anyone on the
  rope at the time manages to hang on
  with a Strength check.
  Using a gangplank is a safer way
  across. Four characters can
  maneuver one of these massive
  boards to lay across both ships in
  one turn. They are 1" wide, 4" long
  and can be crossed like normal in
  calm weather. Characters on either
  side can slide the plank off with a
  Strength check -4. Anyone standing
  on a plank when it falls is going for a
  swim!
  Daring characters climb the
  rigging on their ships and run out on
  the yard arms—from there they
  spring into the rigging of the enemy
  ship. For this to work, the ships must
  be alongside each other and no more
  than 6" apart. Jumping from one ship
  to the other requires an Agility roll -2.
  
  9
  
  10
  Give the Coarser one volley of cannon fire before the
  boarding begins. She has 14 guns total—seven in each
  broadside. The gunners should be aiming at the sails not
  the hull. It’s a -2 to hit the sails effectively and they have a
  Toughness of 16. Round shot does half damage to sails,
  but chain shot does a full 3d6. Each Wound done to the
  sails reduces the ship’s speed by 1/4. After this first
  volley, bring the ships 2" apart and let the heroes go at it!
  Keep the battle moving quickly, the group is only
  facing merchants here so don’t have them fight until the
  bloody end. It should be a very one-sided battle, over in
  only a few rounds.
  Gray Coarser Marines
  There are 15 marines on the Coarser, ten of whom
  stay on board during the fight. One is in charge of each
  cannon on this side, and the remaining three stand ready
  in case boarders need to be repelled. After the first shot,
  they reload but don’t fire again for fear of causing damage
  to the merchant prize. They wait with loaded guns, just in
  case things get out of hand.
  The other five join in on the boarding. If any of the
  characters took leadership Edges, Flint places the
  marines under that character’s command.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d6, Notice d6, Shooting
  d8, Swimming d4, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Flintlock Pistol (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Gray Coarser Crew
  The coarser has 30 crew, most of whom stay out of
  this battle entirely so you don’t need to put them on the
  board. Place three on each cannon as reloaders. If things
  go very badly the others join in.
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength
  d6, Vigor d6
  Skills: Boating d8, Fighting d6, Notice d6, Shooting
  d4, Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Knife (Str +1)
  El Marione Sailors
  These are 15 ordinary merchant sailors. Typically they
  don’t get involved in combat, but Captain Hunter hasn’t
  given them a choice today.
  Their first choice for the battle is to use gaffs and other
  long poles to try and remove any gangplanks and
  grappling hooks joining the two ships. Two man the fore
  and aft deck-mounted swivel guns—treat these just like
  blunderbuss. Once backed into a corner they bunch up
  and try to use as much cover as they can find to limit the
  number of people who can attack them at once.
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength
  d6, Vigor d6
  Skills: Boating d6, Fighting d6, Notice d4, Shooting
  d4, Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness:
  5
  Gear: 2 Swivel Guns (Range 10/20/40;
  Damage 1-3d6; 2 actions to reload), 5 Gaffs (Str +2;
  Parry +1; Reach 1; Requires 2 hands), All 15 have
  Knives or Clubs (Str +1)
  El Marione Officers
  The captain of the ship, Javier de la Cal Delgado, and
  his first mate, Lorenzo Berdnada, are marginally better
  than their crew at fighting, but not much.
  They stand back behind their crew firing their
  pistols until they are out. Then they help out in melee
  where they can do the most good. Once things begin to
  go badly they surrender to the privateers.
  
  11
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d8, Fighting d8, Notice d6, Shooting
  d8, Swimming d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
  Gear: 2 Flintlock Pistols (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Aftermath
  At the end of the battle make rolls for all of the
  downed extras to see who actually survived the fight and
  who is dead. The privateers can then take a look around
  and lay to rest the rumors of what this ship carries.
  When they get to the hold, there is a big surprise
  waiting for them—a cavernous cargo space, devoid of  a
  single container. This ship is as empty as it gets.
  Have any players in the cargo hold make Notice rolls.
  With a 6, they can tell from splinters on the floor that
  several heavy chests were moved recently.
  Neither of the officers is very cooperative in answering
  questions. The following text is revealed by getting a
  raise on an Intimidation or Persuasion roll when talking
  with the officers, or by searching the captain’s cabin and
  getting someone to translate the ship logs. If none of the
  characters speak Spanish, Flinch calls upon a random
  crewman to fill in.
  The El Marione met up with a French blockade
  runner named Fleure du Locke less than a day
  ago. They transferred a dozen chests each
  weighing 400 pounds. The Fleure du Locke is
  headed for the Straits of Gibraltar in an attempt to
  slip past the blockade and deliver the cargo to an
  unknown location in the Mediterranean.
  Scene III
  As soon as Malachai hears the loot has been
  transferred to a second ship he orders everyone back to
  the Coarser immediately. The survivors of the El Marione
  are bound and left on their ship so they can’t interfere.
  The captain—determined to chase down this
  treasure—pulls out all the stops. He orders the out-rigged
  stud sails deployed. Any lesser ship would be in danger
  of shuddering apart. The Coarser groans and creeks as
  the extra canvas catches wind but after a few short
  moments she seems stable enough.
  Have one of the players make another group Boating
  roll for the crew today. They need to make one for
  tomorrow as well. Unless they get at least one success
  with a raise, they meet the Fleure du Locke in the night.
  After nearly two days under full sail you finally
  make out the shape of your prey. The Fleure du
  Locke is a ship not unlike the Gray Coarser—a
  two-masted brig nearly identical in size but with
  less canvas. She must have lost some of her sail
  to the storm from several nights past because she
  is limping slightly.
  The Coarser relentlessly hounds her down,
  closing the distance quickly. The Fleure’s hull is
  sitting a little deep in the water, showing the weight
  of the cargo she carries. This won’t be a repeat of
  the last ship for sure. The Coarser pulls within
  sight of her flags and you see the French colors
  struck in favor of a white flag with a single black
  dot in the center—the symbol of the plague.
  It’s an old trick and Captain Hunter knows it.
  Sensing the weakness of the Fleure, his intensity
  grows. “Rig battle sails you lazy dogs! Gunners
  load the cannons, but don’t run them out you curs,
  I’ll not have this prize damaged! Boarding party
  prepare to engage the enemy!”
  The Coarser glides up alongside the Fleure du
  Locke, drifting ever closer. The crew of the Fleure
  seems to know what’s coming—only the essential
  sailors are visible on deck working her rigging. The
  others are behind whatever cover they can find,
  huddled in fear.
  Battle Setup
  The two vessels are just over 10 feet apart when the
  scene begins. Let the players position their characters
  around the ship as they wait for the boarding action. It is
  perfectly fine for some of the characters to be up in the
  rigging—sniping or waiting to leap over. The Gray Coarser
  crew mans the cannons as before, but the guns are not
  run out yet. Place only a few Frenchmen on the deck
  behind railings and masts.
  Have the players make Notice rolls at -4—or -6 if it’s
  night. Roll separately for any characters with the Danger
  Sense Edge at the regular Notice -2. If any of the heroes
  make their Notice or Danger Sense roll, give them a
  demanding “FIVE. FOUR. THREE. TWO... ONE!” count to
  take cover if they think fast enough.
  Several of your crew toss grappling hooks over
  to the frigate’s railings and begin pulling the ships
  closer. The crew of the Fleure du Locke seems
  too frightened even to cast the hooks off. Your
  men are set to begin the boarding. They’re just
  about to head over the railing when the side panels
  of the Fleure drop down—revealing a 14 cannon
  broadside poised to strike! Down the line the guns
  fire, you feel the heat of their blast on your face a
  split second before the iron shot hits!
  The Fleure du Locke is no ordinary blockade runner.
  She’s a Q ship—a war ship fitted out to look like a
  merchant ship. Tonight she is the hunter and her prey
  wandered right into the trap. Each of her guns is firing hot
  cannister. Use the Coarser’s map for the Fleure.
  
  12
  Place the shots so as to cover as much of the
  Coarser’s crew as possible. In general it’s two shots of
  cannister over each of the Coarser’s guns. The ships are
  so close the deviation of the cannister shot doesn’t matter
  so don’t even bother rolling to hit.
  This is where you need to put on your acting face. Two
  shots of cannister on each of the crew is almost certain
  doom. Even if the player characters managed to get
  behind the railing for -2 Cover they’re just not going to
  make it. The key to this battle is to have most of the crew
  come out triumphant—though they’ve actually all died.
  Dead Reckoning
  For this first broadside, wipe out the crew on one or
  two cannons, hand out a Wound or two to a few players,
  and stun a large chunk of the rest of the crew. You have to
  be careful here though because if a character is standing
  in the middle of Shaken extras and you give him a Wound
  it probably means all of the extras are going down. Keep
  your head about you, be creative on this volley, and
  the hard part is over.
  Next round, deal everyone cards as normal. If
  there are enough crew on the Coarser who are
  unshaken they should run the guns out and start
  blasting into the Fleure du Locke’s
  gundeck. You’ve got a couple of turns
  here to make it look like the Coarser’s
  gunners can gut the Fleure’s gundeck
  to neutralize the threat. Having a shot
  touch off the Fleure’s powder stores
  can turn the combat around in a
  hurry if needed as well.
  Meanwhile, the rest of the
  boarding action should play out just
  fine as a regular combat. These guys
  are tougher and smarter than the crew
  of the El Marione but the players should
  still be able to take them down. The
  Frenchmen fight until the last man is put
  down and seem scared as hell. They are,
  because the spirits of the Gray Coarser
  are now swarming over them. Don’t give
  this away though—you want to save the
  big “reveal” until the next Act.
  Gray Coarser Marines
  Up to seven of the marines stay on
  the Coarser. One is in charge of each
  cannon on the near side. The
  gunners run the guns out and fire on
  the same turn—at this range the -2
  multiple action penalty won’t make
  a difference. After the first volley
  they continue to reload and fire into
  the enemy ship. The remainder join
  in on the boarding, put them under the control of the
  players as before.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d6, Notice d6, Shooting
  d8, Swimming d4, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Gear: Flintlock Pistol (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Gray Coarser Crew
  Most of the remaining crew stay out of this battle
  entirely so you don’t even need to put them on the board.
  Place three on each cannon as reloaders. If you kill too
  many crew with the first volley, have a few extra crew
  stagger in each round to help man the cannons.
  The men are now spirits—those who survived lie
  moaning on the deck—but they don’t know it. They
  “think” they can be hurt by the French’s weapons,
  and so they can. Those who “die” again are
  removed from play as usual, their ghosts
  “detached” from the Coarser and sent off to limbo.
  For this reason, they have normal statistics—
  don’t give them any ghostly abilities.
  Attributes: Agility d8,
  Smarts d6, Spirit d4,
  Strength d6, Vigor d6
  Skills: Boating d8,
  Fighting d6, Notice d6,
  Shooting d4,
  Swimming d4,
  Throwing d4
  Charisma: 0; Pace:
  6; Parry: 5;
  Toughness: 5
  Gear: Knife (Str
  +1)
  Fleure du
  Locke Marines
  These are 15 veteran soldiers of the French
  army. Like the crew of the Gray Coarser, they
  haven’t yet realized the privateers are ghosts.
  Some of them die with horror on their faces, but
  that’s not so unusual, so mention it casually
  without giving anything away.
  On the first round, five men cast their own
  grappling hooks to ensure the Coarser can’t get away.
  The others rise up briefly to fire their muskets from
  behind cover at targets of opportunity.
  The five up front fight a delaying game—
  engaging those who come over but only taking
  
  13
  the defend action. While they slow down the invaders the
  other marines—including two in each crow’s nest—reload
  their weapons and try to pick off the Englishmen one at a
  time.
  If pressed, the marines drop their muskets and enter
  melee with their sabers.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6,
  Vigor d8
  Skills: Boating d6, Fighting d6, Notice d6, Shooting d8,
  Swimming d4, Throwing d4
  Pace: 6; Parry: 5; Toughness: 6
  Gear:  Flintlock Rifle (Range 15/30/60; Damage 2d8; 2
  actions to reload), Flintlock Pistol (Range 5/10/20;
  Damage 2d6+1; 2 actions to reload), Saber (Str +2).
  Stephane Grandpierre
  The captain of the ship, Stephane Grandpierre, has
  laid a well-thought out trap. Even when his first volley
  doesn’t take out all of the Englishmen it is only a matter
  of having his marines delay long enough to get off a
  second volley.
  Captain Grandpierre stands in the middle of the deck
  gesturing with his saber to inspire his troops. Only when
  attacked directly does he actually engage in melee.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength
  d6, Vigor d6
  Skills: Boating d10, Fighting d8, Notice d6, Shooting
  d8, Swimming d6
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Overconfident
  Edges: Command, Hold the Line
  Gear: Flintlock Pistol (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Aftermath
  Read the following when the player characters finish
  off the last of the French defenders.
  Finally the blood and smoke clear and the fight
  is at an end. It was hard fought and looked grim
  for a while but somehow you pulled through. The
  Fleure du Locke lists starboard—a gaping hole
  raked in its side from your cannon fire. You walk
  along the ruined deck of the Q ship looking for
  survivors, but none of the Frenchmen seem to
  have pulled through.
  Hurrying below decks before the ship rolls and
  sinks you head for the hold. You find the sea
  chests from the El Marione stacked neatly. With
  visions of gold you crack the lock off the top
  chest. Flipping it wide open you see it is filled to
  the brim with…iron…bait for a deadly trap.
  Give the players only a little time to search the ship.
  Don’t let them linger long enough to try and piece together
  what happened. If they search the captain’s cabin they
  find an ornate pair of crossed sabres, a chest full of fine
  brandy, the ship’s charts, a box of cigars, and an ivory
  inlaid compass. There should be no squabbling over the
  loot because it’s all to be set before the captain to divvy
  up first anyway.
  The Fleure du Locke shifts and begins to roll as the
  players get back to the Coarser—or while they’re still on it
  if they’re taking too long. Finally it spins over on its side
  and begins to sink beneath the waves. Bodies of French
  marines float away from it, like watery spirits drifting off
  into the ether. Make sure to mention this to set the mood
  for the horror of what’s to come next.
  The Coarser took heavy rudder damage during the fight
  and needs to put in for repairs. Malachai nods approvingly
  at his crew, then sets sail for England.
  Though the victory may taste bitter, the crew is lucky
  to be alive—sort of.
  BOOM!!! Yeah baby! There’s
  nothing quite like a
  TPK—that’s a Total Party
  Kill for those of you
  keeping score at home.
  Makes me feel all
  tingly. Don’t look at me
  like that, I’m serious. There’s
  no way those losers lived through that
  mess!
  Okay okay, so it wasn’t fair. Too bad! It’s
  the whole point of this adventure. If
  you’re one of those GMs who likes to roll
  his dice in front of all the players just
  to make sure everything’s on the level,
  you better change your tune and reach
  for a GM screen—it’s time to bring out
  your A-game.
  Here’s the best part. The party is gonna
  win this fight. At least they’re gonna
  think they do. They don’t have a clue
  they’re dead either so don’t you let on or
  I’ll make you walk the plank. It’s time to
  slap a nose-ring on your players, grab
  hold, and yank them around for a while!
  It’ll be fun, you’ll see.
  
  14
  Act II
  From here on out you are running a ghost story. Unlike
  most ghost stories, this time it’s the players who are
  dead. It isn’t time for them to know yet so you have to
  bend the truth a little bit for the next few scenes.
  Scene I
  The crew is tired and quiet after the chaotic battle. An
  air of disappointment has settled over the ship. The
  Coarser needs to dry-dock for several months to repair the
  damage. All but the night-watch bed down for much
  needed rest, dreams of gold and plunder replaced with
  nightmares of blood and empty holds.
  Morning comes all too quickly, the early bells
  rouse you from slumber. You get your gear in order
  and head for the maindeck to see how far you’ve
  come in the night. A heavy fog must have rolled in
  during the night. It’s so thick you can just barely
  make out the crow’s nest at the top of the mast.
  Mr. Flinch comes up from below, looks around,
  and smiles. “Good, good, this fog will keep us nice
  and tucked away. Not a bad thing if you ask me,
  given the shape of the ship and all.”
  The day wears on and oddly enough the fog does not
  burn off. Typically a fog like this either blows away, is
  burnt off by the sun, or is outrun—yet this lingers. There’s
  plenty of opportunity here to spook your players a bit. If
  someone climbs up in the rigging, have him make a Guts
  check as the fog thickens and he can’t see the deck
  anymore. Play up the atmosphere of the slowly rocking
  ship trundling all alone in the dead quiet of the fog.
  Moving On
  Other than the fog, the day passes uneventfully. Once
  the characters settle in for the night and start to drift off,
  Mr. Flinch stirs them quietly.
  “Quiet, lads. Gather your gear and follow me
  softly to the main deck.”
  Mr. Flinch motions for you to follow him,
  staying low and stealthy. He leads you to the fore
  deck where you can barely make out the form of
  Captain Hunter staring out into the pitch black fog.
  Your eyes follow his and just at the edge of your
  vision, you see a light.
  Have the players make Notice rolls at -2 (or no penalty
  with a telescope). On a success they can make out the
  shape of a small ship behind the light. With a raise they
  notice the ship has been de-masted, which means unless
  it’s a galley (a very uncommon design in this time period),
  it’s helpless.
  “Alright, men, looks like we might not be going
  home empty-handed after all. You and five marines
  are going to take our launch and board her. The
  night and fog will give you cover and her lights will
  guide you right in. She looks like a small craft but
  we don’t know how many sailors are aboard so
  best be careful.”
  Mr. Flinch gives you all a quick nod and walks
  you over to the launch. Twenty other sailors are
  already waiting at the hoistlines to lower the craft
  into the water.
  If any of the characters seem bothered that they’re
  about to attack an unknown ship, Flinch assures them the
  ship is Spanish. If they press him on how he knows,
  Hunter steps in and vouches for the vessel’s identity as he
  orders the heroes into the launch. Neither Hunter or Flinch
  actually offer proof of their claims, however.
  Once underway, each character must make a Stealth
  roll. Have one player also make a group Stealth roll for the
  five Marines. Because they are ghosts they add +4 to
  their Stealth rolls. Don’t let them know this, however. If
  their rolls are pitifully low and they seem worried, just
  mention that they are getting a large bonus from the fog,
  the darkness, and the late hour. If anyone botches the
  check, he rocks the boat or mishandles an oar, making a
  small splash, but still no one stirs.
  The Ship
  The ship they have found in the fog is the
  Tangueray Sunrise. It is a modern day
  Spanish yacht belonging to the well-to-do
  Menendez family. The fog has carried the
  Coarser through the ages not visa-versa.
  If you describe the yacht in modern terms
  it will tip your hand before you are ready for
  the players to know what’s going on. Talk
  about the ship in terms the players are going
  to expect. Instead of saying it has metal
  sides—go ahead and tell them it is wooden.
  When describing the crew don’t tell them
  that they don’t recognize the clothing—say
  they are not wearing regular issue, but fine
  Spanish dress uniforms.
  To help you out, all of the descriptions of
  the ship are written as if it were a Napoleonic
  War era vessel. Just keep in mind that it is
  really a powered luxury yacht.
  
  15
  
  16
  As the boarders get closer, have them make another
  Notice roll. On a success, they do in fact see a Spanish
  flag—which may set some of them at ease. They also
  notice a lone sailor leaning on the aft railing, gazing into
  the fog. If they botched the Stealth roll, the sailor is
  looking around for the noise but fails to see them—the
  poor fellow sees only a creeping fog for now.
  Have the group decide where they want to pull
  alongside and how they plan to get on-board. Grappling
  hooks or the anchor chain are the easiest ways. These
  should have already been muffled with cloth back aboard
  the Coarser.
  Scene II
  The Menendez family took their yacht out for a
  pleasant weekend cruise. They settled down in calm
  waters and anchored for a nice dinner and good night’s
  sleep. As the party slips on deck the Menendezes sleep,
  unaware of what’s going on. They are split up in areas 10-
  13. Once combat begins upstairs they are awoken and
  hide together behind the bar in area 9.
  Most of the crew of the Tangueray Sunrise are on the
  upper deck enjoying a few hours of rest while their
  employers sleep. They are by no means combat ready
  and should not pose much threat to the privateers.
  Two crew members are sound asleep in area 4, and
  two more sleep in area 5. They do not rouse from their
  slumber until their rooms are entered or a large
  commotion erupts outside.
  Two crewmen are chatting and joking in room 6. One
  behind the bar pours the drinks, and the other lounges on
  the port side. They are off-duty so they aren’t very alert,
  but come investigate if the party makes any strange
  noises (which sound muffled and distant to the mortals for
  now).
  A single sailor rests on deck, leaning on the aft railing
  for a leisurely smoke. He stares absentmindedly into the
  fog, seemingly oblivious to anything else going on.
  The last remaining crew member is downstairs in area
  9. He’s cleaning up after the evening’s festivities. He
  gathers the family to hide out behind the bar and runs to
  the upper deck to see what’s going on when alerted.
  The Ghost Ship
  Play up the strange ship as the heroes creep aboard
  the Sunrise. They should start to get the feeling that they
  are on a ghost vessel of some sort. Some tricks to pull
  include having the panicked crew run through the
  characters (it will seem as if the crewmen are ghosts
  rather than the heroes). Any crew deaths should be
  especially messy as well. Those killed by the pirate
  ghosts’ phantom blades literally spew blood like fountains.
  This should be a confusing and chaotic fight. The
  crew’s reactions to the ghosts make them look like wild
  spirits to the heroes, though the opposite is actually true.
  Upper Deck
  1) Bridge: The entire control deck for this ship is
  completely enclosed. The fore, port, and starboard walls
  have several porthole windows in them so the pilots and
  navigators can see out. There are several simple chairs, a
  few tables with maps and a large wheel for the rudder. You
  might describe the console as a “ghostly device, twinkling
  with the souls of the damned!”
  2) Study: A room for lounging and recreation. Several
  plush chairs finely upholstered in crushed velvet are
  scattered in this room. Bookcases filled with all manner of
  literature are present, and a china cabinet at the front end
  of the room holds fine crystal glasses and snifters of
  expensive brandy. Several maps hang on the walls.
  Have attentive characters make Notice checks. On a
  success they notice the maps are several hundred years
  old and out of date (they’re antique reproductions).
  3) Dining hall: This room is dominated by a large
  mahogany table running almost the entire length of the
  chamber. There is room to walk around the table while
  people sitting but not much more. There is a china cabinet
  at the fore end of the room with 16 full settings of fine
  china and elegant silverware.
  4 & 5) Crew Quarters: Each of these small, cramped
  rooms has two bunk beds against the wall, a chest of
  drawers stretches from floor to ceiling providing the only
  storage space for each of the four crew members. In the
  corner is a small closet with a toilet and sink.
  On one wall are bizarre but incredibly detailed
  miniature paintings of people in strange clothes (one of
  the crew’s snapshots of his family).
  6) Aft Lounge: The floor in this room is wooden with a
  large sandalwood compass-point inlay, flawlessly fitted. A
  bar extends along the entire length of the starboard wall.
  Behind the bar are rows of glasses and alcohol bottles all
  rigged for travel. A few tables and chairs are placed around
  the room. The aft wall is made almost entirely of windows,
  including the very fancy double doors.
  7) Stairway: A wide ornate spiral staircase. It’s made
  of brass and polished to a high sheen. The stairs are
  covered in a bright red carpet.
  Lower Deck
  8) Landing: This room is carpeted with the same rich
  material as the stairs. The walls all sport fine paintings in
  gilded frames. The large double doors on the aft wall have
  a vivid stained glass image of a sunrise over rolling hills.
  9) Ball Room: This is the largest room of the ship and
  serves several functions. The fore end is a large open
  space with a beautiful hardwood parquet floor. Further in is
  a dining area with several round tables. In the back corner
  is a large L-shaped bar. Built into the bar are the ship’s
  cooking facilities.
  Behind the bar is perhaps the most important fixture
  for this encounter. Between two cabinets there is an
  
  17
  enormous mirror that stretches from the counter-top to
  the ceiling. Once in the back half of the room a majority of
  the dining area can easily be seen in the looking glass
  (see The Big Reveal, below, for the mirror’s importance).
  The entire Menendez family hides behind the bar,
  thinking they’re being robbed by modern-day pirates.
  10) Master Bedroom: This is the largest of the living
  quarters on this ship, though still meant for a cozy
  couple. A spacious bed rests along the gentle curve of the
  aft wall. Off to one side sits a desk and dresser; on the
  other a large tub for bathing and an enclosed toilet.
  11, 12 & 13) Secondary Bedrooms: Though these
  rooms all vary in size, each contains similar items—a
  comfortable bed, small writing desk, and a bureau.
  They’re very well appointed compared to most ships’
  lodgings.
  Gray Coarser Marines
  Five marines join in on the boarding, put them under
  the control of the players. If any of the characters
  commanded them during the last engagement, place
  them under his command again.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d6, Notice d6, Shooting
  d8, Swimming d4, Throwing d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Flintlock Pistol (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Tangueray Sunrise Crew
  Sharply dressed and attentive to the Menendez
  family’s every need, these five men are closer to butlers
  than sailors. In their down time they rest and relax about
  the boat. They are poor fighters but defend themselves
  and each other if attacked.
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength
  d6, Vigor d6
  Skills: Boating d8, Fighting d4, Knowledge (etiquette)
  d10, Notice d6, Swimming d6
  Pace: 6; Parry: 4; Toughness: 5
  Gear: Makeshift clubs (Str+1)
  Michael Menendez
  Michael is a successful corporate executive in Spain.
  He loves his family very much and often takes them out
  on short pleasure cruises as family vacations. He keeps a
  loaded Colt 1911 and two clips locked in the desk in his
  room (area 10) in case he needs to defend his family.
  When it’s obvious there is a fight going on he gets the
  gun and hides with his family behind the bar. Michael
  shoots at any invaders entering the room.
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength
  d6, Vigor d6
  Skills: Boating d6, Fighting d6, Notice d8, Shooting
  d10, Swimming d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Colt 1911 (Range 12/24/48; Damage 2d8; RoF
  1; Shots 7; AP 1)
  Priscilla Menendez
  Priscilla is the wife of Michael and mother of Pablo,
  Sally, and Todd. She’s an attractive and adoring mother
  who keeps fit by attending judo classes three times a
  week. She’s not afraid to use her skills to protect her
  beloved family, but hides behind the bar and lets Michael
  go to work with his gun first. If anyone tries to get behind
  the counter she doesn’t hesitate to attack them in melee.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d10, Notice d6, Shooting
  d6, Swimming d6
  Pace: 6; Parry: 7; Toughness: 5
  Gear: None
  
  18
  Pablo Menendez
  Pablo is the eldest son in the Menendez family. He
  sticks close to his father to help any way he can. If the
  situation gets bad enough he begins making and throwing
  Molotov cocktails made from the bottles of alcohol in a
  last ditch effort to drive the privateers off.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength
  d8, Vigor d8
  Skills: Boating d6, Fighting d8, Notice d6, Shooting
  d4, Swimming d8, Throwing d8
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Cigarettes and lighter
  Sally and Todd Menendez
  Eight year old twins Sally and Todd are hardly apart
  from one another. They stay with their family and try to
  stay out of the way. If they are separated they fight bitterly
  to get back together—even risking death if need be.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d4, Vigor d6
  Skills: Fighting d6, Notice d6, Swimming d4,
  Throwing d4
  Pace: 6; Parry: 5; Toughness: 5
  Edges: Luck (Note that this Edge does not require
  the character to be a Wild Card—that makes it a
  great way to give a benny or two to Extras who
  otherwise have to rely on GM bennies.)
  Gear: None
  The Ghosts
  Both the player characters and their fellow boarders
  are completely susceptible to damage while they still
  believe they’re mortal. They should be treated as mortal
  as well—except for when you need to “cheat” a bit to
  suspend the disbelief. The Spaniards won’t see them that
  way though—they see them as corporeal, but also see
  the pirates’ gruesome wounds.
  The Big Reveal
  Michael, Pablo, and Priscilla Menendez hide behind
  the bar in area 9. As soon as the players open the doors,
  Michael starts shooting at whoever is closest with his
  pistol. The others keep well-hidden behind the bar. Pablo
  and Priscilla both attack anyone who tries to get to their
  side of the bar with makeshift clubs.
  When the majority of the players are in the ballroom
  fighting the Menendez family, it’s time to reveal what’s
  really going on. Have everyone make a Notice roll, then
  quietly read this aloud to whoever gets the highest result.
  The Spaniards crouch behind the bar, peering
  out only to take shots. You glance up at the mirror
  to get a better look, and notice something in the
  reflection.
  Time for Fear checks at -4.
  You look closer but something isn’t right. You
  catch your own reflection and cold terror fills your
  insides. The top of your head has been stove in
  and a giant timber from the side of the Coarser is
  stuck through your chest!
  Make up a grisly death for each of the players and let
  them know in turn how they now see themselves.
  Describe missing jaws, holes through the chest, limbs at
  odd angles, and other grotesque wounds.
  You stare in shock at your mangled bodies as
  your minds drift back to the Fleure du Locke. The
  Coarser slides along side her ready to board. The
  boards drop and the Fleure runs her guns out.
  Thunder echoes in your head and time stands on
  end as those shots rip into the Coarser. This time
  you see it for what really happened. As the smoke
  clears your crew is not standing tall, but washed
  away in a sea of blood.
  The world seems to snap. You glance about
  you and no longer see the same surroundings.
  This ship you are on is made of metal, the torches
  have no flame and do not flicker, and behind the
  bar you see a terrified family where you once saw
  Spanish soldiers.
  These Spaniards are not ghosts. You are.
  Worse yet, you somehow sense that your
  captain knows. It was Captain Hunter and Mr.
  Flinch who got you killed and drove you on these
  innocents. Hunter’s lust for treasure has kept you
  from your final rest. But no booty will quench your
  dead lips, and no slaughter can sate your dead
  soul.
  Except one. You know there is only one way
  you will know peace. Malachai Hunter must pay for
  his sins against God and man.
  Scene IV
  The row back to the Coarser doesn’t take long. As the
  ship comes into view it too has changed. The sails are in
  tatters and the starboard side is shredded. The gaping
  holes of mangled timber should have sunk the ship long
  ago, yet somehow it remains afloat.
  The crew can be seen as the launch nears the Gray
  Coarser—they are likewise mangled though they go about
  their normal duties almost as if nothing could be more
  natural.
  Hunter and Flinch are on the quarter deck overlooking
  the operations. They await a report on the Spanish ship
  from the player characters—business as usual for these
  walking corpses. Hunter has already figured out what is
  really going on so he is on his toes. If the characters act
  hostile or untrusting towards Hunter he takes the initiative
  and attacks right off.
  
  19
  Malachai Hunter
  The cold gaze of the captain will never again fall upon
  a lazy crewman—his face has been nearly peeled off by
  cannon shot! Bits of gory flesh matted with his long brown
  hair dangle from his head, streaked with giblets of wet red
  meat. Just seeing the captain is a Guts check at -2.
  Blowing it is a dead giveaway that the character realizes
  Malachai is now a ghost.
  Once combat begins he Quick Draws his brace of
  pistols and unloads them into the closest threat. After
  that it’s time to bring out the sabers and enter into bloody
  melee. Malachai picks the closest enemy and works on
  him until he stops twitching——unless someone else
  manages to get his attention that is.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength
  d8, Vigor d8
  Skills: Boating d8, Fighting d10, Intimidate d10,
  Notice d6, Shooting d8, Swimming d6
  Charisma: -2; Pace: 6; Parry: 8;
  Toughness: 7
  Hindrances: Ugly, Mean
  Edges: Two Fisted, Florentine, Berserk,
  Block, Brawny, Command, Frenzy,
  Improved Frenzy, Quick, Quick Draw
  Gear: 2 Flintlock Pistols (Range 5/10/
  20; Damage 2d6+1; automatically
  reloads), 2 Sabers (Str +2).
  Jonathan Flinch
  Mr. Flinch has fared better than the
  captain in appearance. Most of his
  wounds—including the one that did him
  in—are small. His clothing is tattered
  but goes a long way to further
  conceal the shot holes all along his
  torso.
  Flinch owed his life to Malachai in
  the mortal realm, and now he owes his
  unlife to him as well. He fights loyally by
  Hunter’s side until “dead.”
  Attributes: Agility d8, Smarts d8,
  Spirit d6, Strength d8, Vigor d8
  Skills: Boating d8, Fighting d8,
  Notice d8, Shooting d8, Swimming
  d6
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Heroic, Carouser
  Edges: Level Headed
  Gear: Flintlock Pistol (Range 5/10/20;
  Damage 2d6+1; 2 actions to reload),
  Saber (Str +2).
  Gray Coarser Marines
  Ten marines remain on the ship and are loyal to
  Captain Hunter, even in death. The marines who went
  aboard the Sunrise can each be convinced to fight
  alongside the heroes with a successful Persuasion roll.
  The marines stick together and gang-up on their
  opponents to make use of the multiple attacker rules.
  They go after other Extras first and then work their way to
  Wild Cards if the battle permits.
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d6, Notice d6, Shooting
  d8, Swimming d4, Throwing d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Flintlock Pistol (Range 5/10/20; Damage
  2d6+1; 2 actions to reload), Saber (Str +2).
  Ghosts
  All of the characters gain the Ethereal special ability,
  but it will do them little good aboard the Coarser.
  The ship is part of their fate and is as solid
  to them as it was in life. The ghosts can
  also harm each other normally. In other
  words, barring an encounter with land or
  other vessels, treat this phantom in-fight
  as completely normal.
  Malachai’s End
  Read the following if the crew manages to
  lay Malachai Hunter’s spirit to rest.
  A disembodied scream of fury rings
  across the water as the captain staggers
  to the ground. The captain has been put to
  rest for good. No sooner does his body hit
  the deck then the Coarser begins to roll, the
  holes in her side finally sending her to Davy
  Jones’ Locker.
  The remaining crew gathers along
  the railing strangely calm. As the
  dark ocean raises to meet you all,
  the fog thins out—eventually
  disappearing to reveal a stunning
  sky full of stars. You gaze in
  wonder at the last sky you will ever
  see. The Coarser makes one final shudder
  and begins her long gentle journey to the
  bottom of the sea.
  
  You Wouldn’t Like Him When He’s Angry.
  He’s 400 pounds of meat and blubber, none too bright, and easily
  upset. His people call themselves the “grael,” but the rest of
  Caribdus call them “sea lions.” You’ll call him “sir.”
  This big fellow is just one of the nine races you can play in
  50 Fathoms, the latest Savage Setting for Great White
  Games’ Savage Worlds.
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  masaquani, atani gliders, feral kehana, and
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  • An exotic and magical new world that allows
  you to play fantastic races alongside noble
  British sailors, daring French swashbucklers,
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  crossed over into Caribdus through the “Devil’s
  Cross!”
  • An incredible backstory that slowly draws your player
  characters into the action at their own pace!
  • Dozens of new and exotic relics, weapons, Edges and
  Hindrances native to the Thousand Isles, and more
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  • A complete Adventure Generator to help the Game
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Privateers Bounty.pdf