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elcome to the third issue of Buccaneers & Adamant Entertainment.
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core Skull & Bones rulebook and the first two issues of B&B, expanded with new rules, ship
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issue! Buccaneeers & Bokor, v1 #3
Gareth-Michael Skarka ©2004, Adamant Entertainment
Adamant Entertainment 100 % Open Content
OPEN GAME LICENSE Version 1.0a
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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
Skull & Bones Copyright 2003, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart and Gareth-Michael Skarka
Port Royal
The Buccaneer City
P
ort Royal began life as a Spanish colony, thrived shore—more than enough for even the largest ves-
under the English, and eventually became sels to dock there. However, despite the fact that
known as the “Wickedest City in the World” all of the treasure from Spainʼs American holdings
during its heyday as the Buccaneer capital of the passed within sight of Jamaicaʼs mountains, vessels
Caribbean, before being devastated by a series of only occasionally docked there, to make repairs or
natural disasters. It can serve as an excellent base of stock up on provisions.
operations for any piratical campaign set in the years
before 1692. No significant fortifications were built, despite
the requests of the Spanish colonists. Defenses
of that nature were very expensive, and there was
The History of Port Royal nothing on Jamaica worth defending, as far as the
Spanish crown was concerned. Spain was involved
Jamaica was discovered in 1494 by Christopher
in a series of costly European wars, and hadnʼt the
Columbus, and claimed for the Empire of Spain. It
money to spare…and besides, by treaty, the New
did not easily attract Spanish colonists, however.
World was off-limits to other European nations.
Jamaica was beautiful and rich, but not with gold.
The Spanish, driven by their quest of “El Dorado”,
However, that wasnʼt to remain the case for long.
largely ignored Jamaica in favor of the Spanish Main
(the Caribbean coast of Central and South America).
A
s the map on the facing page shows, Port Royal “wickedest city on earth”, one out of every five build-
was build on a small cay at the western tip ings were grog shops, gambling houses, brothels or
of a low sandbar that forms Kingston Harbor. taverns. Most buildings were two stories high.
The Harbor lies on the north side of the island, the
Caribbean to the south (see key). The sandbar, The tallest building in Port Royal was St. Paulʼs
called the Palisadoes, was separated from the cay by a church, a Catholic congregation. In addition to
marshy area filled with mangrove trees…essentially a St. Paulsʼs, Port Royal was home to Anglican,
swamp. Yet this swampy mosquito-infested cay, with Presbyterian, Baptist, Quaker and Jewish congrega-
no fresh water, became the site of one of the wealthi- tions, in a rare display of religious tolerance (or rath-
est cities of the late 17th century. er, religious indifference—the grog shops were more
well-attended than the churches).
The harbor was the best in the Caribbean. Along
the northern shore of Port Royal, where the wharves Large streets were paved with cobblestones, which
and warehouses were built, the water ran 6 fathoms had been brought over from England as shipʼs ballast.
deep. At itʼs height, the port hosted more than 500 Smaller streets and alleys were unpaved.
ships. Few spent
much time at the
docks, however, as
the wharfage rates
were high (fluc-
tuating between
25-50 pounds per
day). Most ves-
sels dropped anchor
in the harbor, and
relied upon smaller
boats to ferry their
crews to shore. A
brisk trade sprung
up of local boatmen
operating “water
taxis”, which could
be hired for a shil-
ling.
Thames Street: Running the length of the cay on Life in Port Royal was expensive, as you would
the harborside, Thames street is the busiest street in expect from an economy built upon illicit trade. Food
Port Royal. Along its length are the harborside docks, was costly, but a wide variety was available at the
where all of the business of the colony is done, and cityʼs three markets. The Herb & Fruit market offered
facing the docks are dozens of taverns, inns, grog- an assortment of locally-grown vegetables, fruits
houses, brothels and gambling dens. The cityʼs Fish and herbs, as well as exotic produce brought to Port
market can also be found here. Royal aboard visiting ships. At the Meat market, one
could purchase beef (Jamaican semi-wild cattle), pork
Queen Street: The next street over (to the south) (either domestic pigs, or wild boar), lamb, mutton,
from Thames Street, nearer to the center of Port turkey and chicken. The Fish market saw brisk busi-
Royal. A large number of the cityʼs creditors and ness in fish and shellfish, including lobsters, crabs,
solicitors had their offices here. and turtle (although most turtle and turtle egg sales
were done at a specialized turtle market and hatchery
High Street: The “main street” of Port Royal, run- (the Turtle crawls) on Fisherʼs Row.
ning from Fort Rupert on the eastern edge of the
cay, all the way to Lime Street in the west. St. Paulʼs Fresh water was not available in Port Royal, as it
church is on High Street, just at the point where the was built on a cay surrounded by salt water and a
cay widens. salt-water marsh. Specialists, known as “watermen”
though, militiamen and magis-
trates could be readily bribed, and
any man who found himself in
Bridewell or Marshallsea was most
likely there because he had used
up his last coin or his last favor,
and was unable to secure release.
P
ort Royal is the busiest port in the Caribbean,
and as such, the encounter rules presented here
supercede the rules presented in Issue 2 of
Buccaneers and Bokor.
PORT ROYAL
ENCOUNTER CHECK MODIFIERS
Circumstance Modifier
S
eamus Doolan was born into a large
Irish family that couldnʼt really afford
to feed another mouth, much less one
as voracious as the young Seamusʼ. When
it became clear to Seamus that the only
way he was ever going to satisfy his eternal
hunger was by acquiring food from sources other than his family, the pattern of his life soon emerged. Seamus
was always a small boy, and he decided that brawn was never going to work for him, besides, he never had
much of a stomach for confrontations. The right information, on the other hand, could open doors that no
amount of battering could put down. Seamus learned to use his wiles and natural charm to talk his way into
many a slice of potpie that hadnʼt been intended for him. As he grew older, he continued to refine his art and
turned his considerable skills towards acquiring drink and women.
The latter proved to be a problem, as several cuckolded husbands
banded together to put an end to “that damned Doolan,” forcing
him to, er, “emigrate” to the Caribbean.
Slappy prefers to avoid fights if he can possibly help it. If he is on his own, he will flee from any sign of
danger. He is, however, quick to shoot or shiv a man in the back if he has any allies to “distract” them dur-
ing a fight. Seamusʼ ability to acquire information borders on the supernatural and he makes a wonderful ally
for those in need of a truly skilled rumormonger. Then again, Slappy may turn out to be a PCʼs nightmare, as
he has little compunction about selling, or, when pressed, giving up secrets he may have learned about them.
Slappy generally has around 50 doubloons worth of jewelry and or coinage on him at any given time.
Sir Geoffrey Blake, Pirate Hunter
Medium Sized Human Abilities: Str 16, Dex 13, Con 12, Int 13, Wis 17, Cha 16
2nd Level Aristocrat, 4th Level Fighter, 2nd Level Skills: Bluff +5, Forgery +7, Gather Information +8, Hide
Master of Scrimia (NPC) +10, Knowledge (Local) +8, Knowledge (History) +3,
Hit Dice: 2d8+2 + 4d10+4 +2d10+2 (50 hp) Listen +3, Move Silently +3, Search +5, Speak Language:
Initiative: +5 English, Spanish, French, Spot +3, Tumble +6
Speed: 30 ft Feats: Combat Reflexes, Weapons Focus (Rapier),
Armor Class: 11 (+1 Dex), touch 11 Improved Intiative, Improved Disarm, Lightning Reflexes,
Base Attack/Grapple: +7 / +7 Riposte, Skill Focus (Forgery)
Attack: Rapier +10 melee (1d6 / 18-20) or pistol +8 ranged Fortunes: Enlightened
(2d4/x3) Fame: 14
Full Attack: Rapier +10 melee (1d6 / 18-20) or pistol +8 Challenge Rating: 7
ranged (2d4/x3) Treasure: See Below
Space/Reach: 5 ft / 5 ft Alignment: Neutral Evil
Special Attacks: Savioloʼs Ward, Lunge Advancement: By character class
Special Qualities: Dodge, Riposte
Saves: Fort +5, Ref +4, Will +7
1664 1665
In direct response to the English taking New Am-
Four English warships force the surrender of New
sterdam, the Second Anglo-Dutch War begins, and
Amsterdam. England takes over the colony and re-
will last until 1667. The War is fought primarily
names it New York.
through naval conflicts in the colonies of both na-
tions, and does little to settle the matter of competi-
French East and West Indies Companies founded by
tion between the Netherlands and England.
Jean-Baptiste Colbert. Although nowhere near as
wealthy as their Dutch counterparts, they will both
The Great Plague of London strikes between July
become large corporations.
and October, killing thousands of people.
1669
Henry Morgan raids Cuba. 1674
Charleston, South Carolina is founded as an Morgan becomes Lt. Governor of Jamaica, and
English colony. surpresses piracy.
The Hanseatic League, a mercantile league of Marquette and Joliet explore the Mississippi
German cities, meets for the last time. At one for France. Marquette founds a mission on the
time, the Hansa were the economic powerhouses shores of Lake Michigan to minister to the Illi-
of Europe. The League never formally disolves, nois tribe...this will eventually become Chicago.
and to this day Lübeck, Hamburg, and Bremen
are known as Hanseatic cities.
1679
1670 Charles II of England disbands Parliament, when
they try to pass a law blocking his Catholic
brother, James, from succession to the crown..
Spaniards raid New Providence, and kidnap the
governor.
1684
The British East India company receives a char-
ter from the Chinese to found a trading post in
Canton.
1685
Charles II of England dies, and his Catholic
brother, James II, is crowned King.
1689 1692
The Parliaments of England and Scotland
declare James II deposed, King William III is Port Royal, Jamaica is devastated by Earth-
crowned. quake, killing thousands and levelling the city.
England joins the League of Augsberg (with The Salem Witch Trials dominate life in the
other Protestant nations such as The Holy Ro- Massachusetts Bay Colony.
man Empire, Bavaria, Austria and the Nether-
lands), forming The Grand Alliance, and enters Massacre of Glencoe: Hundreds of Jacobite
into war against France. This is known as the Scots are slaughtered by the army for not pledg-
War of the Grand Alliance, but its North Ameri- ing allegiance to King William.
can front, fought in the colonies, is referred to as
King Williamʼs War, the first of the French and
Indian Wars.
1700
Charles II of Spain dies. He is succeeded
by Phillip V (grandson of the French king),
1709
which sparks the War of Spanish Succession Alexander Selkirk is rescued from a desert
between the Hapsburg and Bourbon families, island, inspiring Daniel Dafoe to write Robin-
which will eventually involve almost every son Crusoe.
major European power..
War of Spanish Succession: The French are
Captain Kidd is tried and hung for piracy. defeated at the Battle of Malplaquet by an Al-
liance of the English, Austrians and Dutch.
1702
Charles Town, New Providence, is renamed
Nassau.
The castle at Bushiribana was built by the Spanish pirate Captain Esteban de Acevedo, a bloodthirsty villain
whose crimes were without number. The stories tell of Acevedoʼs massacre of a Jesuit Mission on the Spanish
Main, and the slaughter of every missionary, priest and native therein, all to fill his hold with tons of gold and
jewels. The treasure was rumored to be worth more than a quarter of a million doubloons, and some say that
it included relics of magical power.
The stories vary at this point. Some say it was punishment from God, while others say that it was a curse
placed upon Acevedo by the shamans of the tribe whose people he slaughtered, but the tales all agree: Acev-
edo was doomed to remain in his castle for eternity,
surrounded by the souls of his heartless crew and the
ill-gotten fruits of their bloody labor--forever locked
within a hell upon the earth.
ADVenture Synopsis
The PCs will journey to the island of Aruba to at-
tempt to find the treasure that supposedly lies within
the haunted castle of Bushiribana. The castle is
a ruin, but on moonless nights, the castle appears
whole, and one can travel within rooms and cor-
ridors that ceased to exist centuries ago. However,
the PCs are not alone within those walls--the spirit
of Captain Acevedo, cursed to remain locked within
an unearthly prison, has been trapped there for
centuries....and if the PCs are unlucky enough to be
within the ghostly castle when the moon rises, they
too will be trapped, as the rooms they occupy disap-
pear into the mists of the night.
A
cevedo built his castle at Bushiribana Point, on
the northern shore of Aruba. During the day,
and on nights when the moon hangs in the sky,
1 : This is one of the remaining real-life entrances to
the ruin, accessable through a hole in the exterior
wall. In the real world, it is a stone-strewn chamber,
the castle is a ruin (see the image below). However, with crumbling walls. This room cannot be entered
on moonless nights (whether due to storm, or the from the outside during a moonless night, however--
moon being in its “new” phase), the castle appears the spectral walls are solid, and no hole in the exterior
whole, and can be entered. is present. There are three exits from this room--
doorways into Room 2, Room 11, and into the Court-
It is assumed that the PC crew will wait until a truly yard (12).
moonless night--most players are not often ready to
risk having their characters trapped forever within the
walls of an otherworldly castle (which is what will
happen if they are within the ghostly portion of the
2 : Another room present in the standing ruin, this
was an banquet hall at one time. In the ghostly
castle, this room still features a lavish table, filled to
structure when the moon re-appears, or the sun rises.) overflowing with a sumptuous feast. Anyone eat-
The players should be very aware of the threat, and the ing or drinking anything from the table must make a
gamemaster should keep track of the time of the ap- Fortitude Save at DC15, or become undead and re-
proaching dawn. (Perhaps having the character make main trapped in the castle. (damage 1d3 Con and 1d3
Reflex saves to make it out in the nick of time) Dex--the afflicted transforms into a Ghast -- see Core
Ruleboox III, page 119--and is unable to leave the
The map of the castle can be found on the opposite castle grounds) The room is also home to 3 Ghasts--
page--the shaded portion of the map represents those prior victims of the feast (see Core Ruleboox III, page
parts of the castle that are present as ruins (the lighter 119 for stats). There are three exits from the room--
shade represents that only the ground floor exists as a one to Room 1, one to room 3 and a ramp (not present
ruin...if the PCs are on the second floor of this section in the real world) up to the eastern tower (8)
(6&7) they are still in danger of being trapped.
12
: The courtyard of the castle, an open space
which features the well that supplies the
castle with fresh water. Once in the court-
yard, there are 4 exits: one into the entrance gate (13),
one into room 1, one into room 7, and ramp up to
rooms 9&10.
13
Within the chest is Acevedoʼs Treasure: Gold, coins : This is the entrance gate to the castle,
and jewels worth a total of 260,000 doubloons, plus which exists only in the ghostly form. The
the following magical items: gate is guarded by 8 skeletons (see page 226
of of Core Rulebook III v3.5), armed with Cutlasses
* A holy scroll taken from a South American monas- (1d6, critical 18-20/x2), who lie in wait in the wings
tery, which will allow the reader to cast the following to the left and right. In addition, the main entrance
Divine spells, once each: Cure Serious Wounds (3rd is trapped: The area bordered by the dotted lines on
level spell, 5th level caster), Bless Water (1st level the map is a wide-mouthed spiked pit trap (mechani-
spell, 5th level caster) and Augury (2nd level spell, cal; location trigger; manual reset; DC 20 Reflex Save
5th level caster). avoids; 20ft deep (2d6 fall); multiple targets (first
target in each of two adjacent five-foot squares);
* A native-carved spoon made from bone, which pit spikes (Atk +10 melee, 1d6 spikes per target for
functions identically to Murlyndʼs Spoon (see page 1d4+2 each); Search DC 18, Disable Device DC 25).
262 of Core Rulebook II). There are three exits from here: the main one into the
courtyard (12), and stairs up into rooms 10 and 11.
* A Conquistadorʼs breastplate that offers the
wearer a +2 bonus to their Armor Class.
Everything youʼll
ever need for D20
adventure on the
high seas, all in
one product.