Coming Coming Soon: These Bloody Sails for Pirate Borg

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What happens on the high seas, stays on the high seas (or at least that's what you hoped when you stole that ship).

These Bloody Sails is a Pirate Borg compatible, 40 page zine containing a single adventure (Specifically, a Journey broken into three legs). Each leg offers procedurally generated ship travel and represents different parts of the Dark Caribbean that pirates may encounter in their sailing.

What will you find in this zine?
▶ A Wild Nautical Adventure
▶ 6 New Creatures
▶ Ship Chase and Careening Rules
▶ Expanded Travel Rules
▶ The Island of 10,000 Flamingos, A Brand New Mini Adventure
▶ 3 More Bonus Mini-Adventures
▶ Amazing Original Art
▶ 100% Human Made

So, hoist the sails and set course for a wild nautical adventure, These Bloody Sails, where the journey is the play!

Artist: Josh Christoffersen (You Carry the Fire, Unearthed Folios Module 1)
Writer: William 'This Effin' GM' Tramp (Tangled in Shrouds, Dark Devilry, Devoured Labyrinth, Zweihander: Reforged), Harbourmaster for Limithron
Editor: John Baltisberger (Dark Devilry, Devoured Labyrinth, Vicar of Fists, Vast Grimm: Into Oblivion)

Get Notified Here!
 
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Are there any more details on what the adventure is actually about? The description is more about the scope of it -- which sounds cool -- but, as opposed to Tangled in Shrouds, it's not clear what the story here is.
Yeah! It’s a pretty simple premise: you steal a ship on behalf of a merchant and travel from one end of the Caribbean to the other so you can claim a ridiculous amount of money for returning the ship to its “rightful” owner. Throughout the journey you are pursued by a Spanish fleet who will stop at nothing to bring you and your crew to Justice.

Most of the meat of the adventure is designed to be procedurally generated, so other than four set “story” encounters (initial theft, a major island passed by, a few days in Tortuga, and claiming your reward) the rest is based on dice rolls. It’s very similar to a depth crawl, like Gardens of Ynn and Stygian Library, so the premise is kept simple so that the focus can be populating the random encounters and making the journey feel more like the point.

I also included guidance on how to use the structure for other sea faring journeys or how to maximize the random nature of the depth crawl, and added some more “set points of interest” to slide in if the purely random nature isn’t peoples bag.
 

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