Big Trouble In Little San Díanez

A sandbox RPG adventure for Pirate Borg

You receive a cryptic note from an old friend… but you know exactly what it means. They’re in trouble, and need you to come for them, about 80 miles off the northern coast of the South American mainland [11°53’59.93″N, 63°48’0.59″W].

The ‘friend in need’ has a “specialty crew” skill [TBD by the GM]. In exchange for PC help, they can either join your crew, or pass their valuable skill on to another crew member [Legendary Captain, Veteran Quartermaster, Strict Bosun, Master Gunner, Master of Sails, Deck Sorcerer/Priest, Master Carpenter, etc… p.76].

Any other details about this ‘friend’ are up to the GM and/or the players. It could be a new/backup PC, or an NPC from a player’s backstory, or someone new invented by the GM… This is left wide open to better fit your individual campaign.

Pen Island

Pen Island—a small but storied speck in the Leeward Antilles, was once home to an indigenous Kalinago settlement before Spanish colonists seized it in the late 16th century; today, “Isla de la Pluma” rests under British rule, its value tied to its thriving trade in rare and exotic ‘Birds of Paradox’ feathers. You recognize the island’s general shape from crudely sketched maps and drawings you’ve seen scrawled on privy walls: marks left mysteriously by sailors, smugglers, and salty seamen of all sorts, for reasons unknown.

Landmarks of Pen Island

  • The Seamen’s Tears—a scattered chain of outlying islets—mark the island’s northwestern approach.
  • Yamo Kòra, a meteoric crater, dominates the northwestern tip.
  • Los Huevos Peludos, the forested southeastern highlands, harbour the island’s most prized birds.
  • Laguna Fortuna, a small, calm, sandy-rimmed inlet legendary among locals, lies in the northeast.
  • The Fuente del Fuerte reservoir supplies the island’s inhabitants with fresh water.
  • The San Díanez Cemetery is on a hilltop clearing in the south.
  • The Port of San Díanez, the island’s only town, clings to the southwestern shore.

An uninterrupted walking lap around the entire island could be done under an hour.

GM Notes on Landfall

The GM should ask any captain to plot their ship’s approach to Pen Island on the blank map to see if they pass within earshot of the singing Sirens (concentric circles in the above map).

A coral reef surrounds almost the entirety of Pen Island. The safest approach is from the southeast. Locals & regular traders know to steer clear of the Seamen’s Tears. Ships can safely dock in San Díanez harbour, on the south side of the island.

No ship bigger than a sloop can navigate the gap in the reef on the north side [daylight landing: test ship Agility DR12 or take d10 damage], and unless it’s under a cloak of invisibility or in the darkness of night [test ship Agility DR18 instead] any ships landing on the north side of the island will be inevitably spotted by watchmen in the Presidio tower.

Five Redcoats: HP 15 Morale 8 Chain Shirts -d4 with Muskets 2d6 and Cutlasses d6 will approach such scurrilous interlopers, and cordially but firmly escort them to the office of the San Díanez Harbourmaster to pay a 100 sp fine.


The Harbourmaster requires all visitors, for their own safety, to dock at the town harbour, where they’ll be charged a standard fee for the privilege:

  • Raft, Dinghy, Canoe: 5s/day
  • Longboat, Piragua, Tartane, Sloop: 10s/day
  • Brigantine, Fluyt, Galley, Frigate: 15s/day
  • Galleon, Man-of-War, Ship of the Line: 25s/day

There are currently a handful of ships in port, about as busy as it gets:

  • La Mitsou: French fluyt, docked to load feathers bound for La Rochelle
  • The Godspeed: British fluyt, docked to load feathers bound for London
  • HMS Cockalorum: British naval sloop, to patrol nearby waters
  • Nautical Lady: Local fishing sloop
  • Queen of the Sea: Local fishing sloop
  • La Cabra del Mar: Spanish tartane, general provisions from Venezuela
  • Five Dinghies: Owned by local fishermen and minor merchants

Once the PCs arrive on Pen Island, here’s a possible itinerary of events:

  • Day One: Townsfolk are on edge about “El Cucuy,” the Beast of San Díanez, because of tomorrow’s full moon. On previous full moon nights, animals and people have been killed, and their mutilated bodies found the next morning.
  • Day Two: Full moon “El Cucuy” events happen this night: someone on Pen Island is murdered by the Beast of San Díanez.
  • Day Three: Mutilated corpse discovered. Locals are upset, and everyone wants the beast found and destroyed, once and for all.
  • Day Four: The British feather merchant ship “Godspeed” leaves port.
  • Day Five: The PCs ‘friend’ is released from the town lock-up.
  • Day Six: The French feather merchant ship “La Mitsou” leaves port.
  • Day Seven: Pen Isle Insurrection: Kalinago natives, slaves, and a handful of local Spaniards take up arms against the British occupiers. PCs can take any side they want, or just look out for numero uno.

Seamen’s Tears

The Seamen’s Tears—A trio of small, low-lying islets just off the northwest tip of the main island. Their shapes taper like droplets trailing from the larger shore, which gives them their name. The waters around them are crystal clear, reef-choked, and treacherous.

At their closest points, the nearest islet is 50 yards from tip of the main island, the second is 75 years from the first, and the third is 100 yards away from the second. The islets are covered in palm groves, and littered with human bones and rotting scraps of cloth and leather. On each islet lives a seamen-swallowing Siren!

Lurking In the Water

Most forms of sea life are notoriously absent around the Seamen’s Tears, scared away by the noisy Sirens. The exception is the Acid Jellyfish, which are dangerously abundant. Anyone entering the water around the Seamen’s Tears will be attacked.

Acid Jellyfish: HP 5 Morale – No Armour. Acid tendrils d4 + Special: Tendrils wrap around a limb, restraining victim. On victims turn, test Strength DR12 to escape or -4 to agility and reduce armour 1 tier.

Siren Song Radii

The Sirens of Seamen’s Tears

Always a coven of three (one blonde, one brunette, one ginger), one on each little isle: they will repopulate the next day if killed or chased off. Determined PCs can finally rid the Seamen’s Tears of each type by killing three of their kind (ie. nine sirens must die to finally be free of their menace here altogether).

Quiet at night, they sing non-stop from sunup to sundown (6am-6pm). Out of water, their mesmerizing melody pulls seamen from a furlong away. Underwater, they sound remarkably like soggy banshees that are terrible at singing.

Siren’s Song: Each turn, a creature that can hear a siren singing (within 220 yards) must test Spirit DR12 or spend their turn moving closer to a siren and defend it.

  • HP 12 — Morale 8 — Scales -d2
  • Claw: d4
  • Tentacles: Test Agility DR12 or become grappled in a tentacle. May test again at the end of each turn.
  • Consume: The siren sucks the soul of a creature (via the turgid penis) captured in its tentacles. Test Toughness DR12 or lose d12 HP.

Treasure: On each of the Seamen’s Tears explored, roll 3d100 for what valuables lay amidst the scattered bones and ragged clothes of the sirens’ many victims.

  • 1d100 for number of silver pieces
  • 1d100 on Buried Treasure table (p.118)
  • 1d100 on Thing of Importance table (p. 60)

Yamo Kòra Crater

“Place of the Falling Fire”—A strange meteor struck the island in antiquity, creating a 150′ diameter bowl-shaped crater. Indigenous Kalinago tradition called it a Maboya (“evil spirit”) and named it Áli Numa Boueí (“the thirsty star”).

Private Stuart Ball

A lone figure stands inside the crater, ears stuffed with wax (protection from the nearby siren song), head wrapped in dirty linen strips, eyes scanning the crater’s lip. Private Stuart Ball HP 15 Morale – No Armour – Musket 2d6 Cutlass d6 Iron Grenades 3d6 has set up camp in the bowl, watching over something precious and dangerous, hidden under a scrap of sailcloth.

Private Ball is slightly mad: roll 2d6 on the Reaction table when PCs meet him:

  • 2-3 “If anyone touches it—anyone—I’ll open ’em up.”
  • 4-6 “Stay back! Stay out! I don’t want to have to hurt you.”
  • 7-8 “Nothing to see here, civilian, go about your business.”
  • 9-10 “Mind your step, sir… You’ll want to stay clear of that tarpaulin.”
  • 11-12 “I’ll turn my back, and you lot kill it… agreed? Just don’t touch it.”

Treasure: Crate of 3d6 Iron Grenades from the Powder Magazine, with HIS MAJESTY’S STORES – HAND GRANADOES – 24 branded on the wooden crate.

The Thirsty Star

A spherical blue inanimate but sentient crystal that fell to earth centuries ago. An alien life form, it needs to absorb water to survive and eventually reproduce. When it crashed to earth centuries ago, it was much larger, and just narrowly missed the ocean by only 50 yards.

Mesmerized by the stone at first sight, Private Ball and his fellow Redcoat, Private William Withers, tried to take the stone, but the stone sucked all the moisture from Private Withers the moment he touched it.

Private Ball has covered the withered remains of Private Withers and the deadly stone with a tarp, but he cannot bring himself to leave the stone behind… or let anyone else take it.

Anyone who looks at The Thirsty Star test Spirit DR12 to resist being mesmerized by the sight of it, or they too will refuse to leave it behind.

The Thirsty Star: HP 50 Morale – Rock Hard -d6 Stationary (DR8 to hit)

  • The Thirsty Star gains HP and weight when in contact with water.
  • It’s about the size of a softball & currently weighs ~40 lbs, as it contains 5 gallons of water (1 gallon=10 HP). At ~400 lbs & 500 HP, it would be about the size of a basketball.
  • It can drink 10 gallons in a round, and can absorb water through human skin, instantly killing any person touching it with bare flesh (average adult contains ~11 gallons of water).
  • The Thirsty Star can be utterly destroyed with “The Heart of the Sea” (an Ancient Relic, p. 63) if it contains 15 gallons of water or less.

Obviously, The Thirsty Star is a powerfully dangerous artifact, and therefore, would be worth plenty of money to plenty of people…


Los Huevos Peludos

“The Bushy Eggs”—Two low, forested hills rise from the southeastern end of the island, their gentle slopes cloaked in dense tropical foliage. These hills are the primary nesting grounds for the island’s exotic birds, whose brilliant feathers and loud calls make the area a riot of colour and sound.

Roll d6 for random encounters here.

1. Thirteen Vampire Bats: HP 4 — Morale 6 — No Armour: Bite d4 +test Toughness DR12 or be infected* with Hemophagia (fail by +5 and you will die in d4 days and rise as a vampire, unless you find a cure).

Dr. Medina (17. Apothecary & Surgeon’s Office) will pay 2s for every intact dead bat you can bring him, for his experimental research.



2. Kalinago Shaman & five Kalinago Warriors: HP 12 — Morale 8 – Bushy Cloak-d2 Blowpipe d4 DMG: two armed with berserk darts (Toughness DR12 or must attack closest creature for d4 rounds), two with poison darts (Toughness DR12 or d6 damage + poisoned*), two with sleep darts (Toughness DR12 or fall asleep for d6 rounds).

Tukúri

Kalinago Shaman wears a feathered “Tukúri” (“spirit of the bird”) headdress -1 damage relic that can inspire fear in a 20′ radius to all who see it. Test Spirit DR12 or flee in terror: may test again at the end of each turn. It is destroyed on a critical hit.

The Kalinago will attack if the PCs have killed any Birds of Paradox: otherwise roll 2d6 for their Reaction [p.31]. PCs test Presence DR16 to be able to roughly communicate with them through gestures and well chosen words.

Kalinago idol

The shaman is named Makari. He wants the return of a Kalinago idol: carved black stone, with shell, copper, and gold inlay (in the rotunda of the Town Hall: 200s). They would be willing to give one of their Headdresses as a gift to someone who returned the precious carving to them.

Treasure: Kalinago bushy cloaks can be salvaged and used as Tier One armour, but have no monetary value. Kalinago Headdress: worth 100s to Cristóbal Herrera (6. Fort Armoury / Workshop).



3. Ten Birds of Paradox: HP 8 — Morale 6 — Feathers -d2: At once the most beautiful and ugliest bird you’ve ever seen. Brilliant iridescent plumage with ornate head crests and tail feathers. Claw & Beak attack (d4 each) or Dazzle: test Spirit DR12 or become stunned for 1 turn.

Birds without excessive damage can be sold for their feathers in town. Alive, they’re worth twice as much. Test Agility DR16 to catch a Bird of Paradox and stuff it into a sack/cage.



4. Five Giant Bush Crabs: HP 14 — Morale 6 — Shell -d6: Huge green crabs with Big Claws (2 attacks, d8 each).

Back in town, each fresh crab is worth 10s (12. Royal Navy Victualling Office) or 15s (19. Public Market Square), but they spoil quickly, and are quite cumbersome.



5. Twelve Unwell Monkeys: HP 8 — Morale 6 — No Armour: Sneezing monkeys with very runny noses that Bite d4 + test Toughness DR12 or become infected* with Simianfluenza.

Nobody wants your filthy dead monkey carcasses. People will not be impressed if you bring these back to town: -1 to their Reaction level.



6. A Huge Crashing Boar: HP 20 — Morale 10 — Thick Hide -d4: A homicidal swine with Huge Tusks d8 +test Toughness DR12 or be gored and left bleeding*.

Back in town, the boar meat is worth 10s (12. Royal Navy Victualling Office) or 15s (19. Public Market Square), the tusks are worth 5s each (26. General Provisions Store or 19. Public Market Square).

*Infected/sick/bleeding/poisoned: LOSE d6 HP every morning.



Laguna Fortuna

“Lagoon of Fortune”—a long and narrow (120′ x 30′) calm, sandy-rimmed inlet. Local legend says that if you throw a silver coin into the centre of Laguna Fortuna, the spirits will come to you. It only works once in a person’s lifetime: this is your chance.

Test Presence DR12 to notice the fleeting shadows of fish in the shallow water, as well as d100 silver coins scattered on the sandy bottom.

La Laguna Fortuna offers a surprising, supernatural high: any character who throws in a coin: roll d20… on the 𝓐𝓢𝓗 effects table (p.10)!

Any character who goes into the water gets attacked by a fast, nearly invisible school of Glass Piranha: HP 4 Morale – No Armour – Bite d4 – DR16 to attack/defend.

1d4+3 Glass Piranha attack anyone in the water at once, and they will be replaced with fresh attackers immediately, and keep attacking until you leave the water.


Fuente del Fuerte Reservoir

“Fountain of the Fort” (or perhaps “Source of the Strong”)—A deep, clear pond of freshwater, with a small water-house: a small shed for keeping ropes, dippers, & cleaning tools, a stone platform at the pond’s edge, and an overhanging roof to keep casks shaded while filling. Townsfolk fill barrels here, then roll them, or haul them in ox-drawn carts, to fill cisterns in town, or provision ships.

Anyone who drinks directly from the pond, or swims in its waters, is cured of zombification, returning those so anointed to the realm of living beings. The waters lose this curative power when transported elsewhere. The secret of these waters, long known to the Kalinago people, was discovered a century ago by Juan Ponce de León, who came to this island in his dying days, and took it to his grave.

La Santa Madera de la Vera Cruz

Treasure: stuck in the mud at the bottom of the reservoir is a piece of wood with a nail in it: test Presence DR14 to locate it, and Strength DR14 to pull it free. It is La Santa Madera de la Vera Cruz (Heavy Club d6 x2 v.Undead), a holy fragment of the True Cross. If it is taken, the reservoir loses its healing powers.


San Díanez Cemetery

The San Díanez cemetery crowns a cleared hilltop above the town, its graves set among patches of shade cast by old, moss-hung trees. Weathered headstones and a few stone tombs stand in loose rows on the sloping ground, with a narrow footpath leading toward a vantage point that overlooks the settlement and the bay far below.

During the daytime, it’s a mundane cemetery, with Spanish and British grave markers; at night, it’s overrun with Ghost Monkeys: excellent climbers and pickpockets. They eat everything in sight. Anyone seeing Ghost Monkeys for the first time must test Spirit DR12 or flee in terror. They may repeat the test at the start of each turn.

  • HP 4 Morale 6 No Armor – Claws/Bite: d4
  • Monkey See, Monkey Poo: Test Agility DR12 or become poisoned.
  • Ethereal: Can be invisible until it attacks, then it is DR16 to hit.

The Tomb of Juan Ponce de León

The famed Spanish explorer of the last century died and was secretly interred more than a hundred years ago on Isla de la Pluma, in a modest above-ground carved stone sarcophagus, topped with the sculpted likeness of a sleeping young man.

Pay your respects, say a prayer, and move on… or test Strength DR16 to open the tomb and face the skeletons of Ponce de León and his crew.


Cap’n Juan is PISSED that somebody has disturbed his slumber AGAIN, and his faithful crewmen burst from their graves, ready to back him up one more time…

Captain Ponce de León: HP 30 Morale – Conquistador Plate -d6 Morion -1dmg

  • Rapier Sombra del Mar (“Shadow of the Sea”) d10
  • Unnatural Leader: Other skeletons within 20′ are DR +2 to defend against.
  • Horror of Nature: At the start of combat, PCs test Spirit DR12 or they are frozen in fear for d4 rounds. They may test again each round to regain their courage.

Treasure: The sarcophagus/body of Captain Ponce de León holds:

  • 4d10 silver
  • 1d100 on Thing of Importance table
  • Fine Rapier Sombra del Mar (“Shadow of the Sea”) d10
  • A letter written, but never sent, to the King of Spain: “Mi Rey y Señor: Tengo a bien comunicarle que al fin he hallado la “fuente del fuerte” aquí en la Isla de la Pluma. Mi búsqueda de toda una vida ha terminado. Alabado sea el santo Dios. Servidor suyo, Juan Ponce de León” [I have at long last found the “fuente del fuerte” here on Isla de la Pluma. My lifelong search is over, praise holy God].

Four Skeleton Crew: HP 11 Morale 10 Conquistador Plate -d6

  • Shortsword d6
  • Whip d4 (reach 10′)
  • Special: Can attack with both weapons each turn.

Treasure: The graves/bodies of the crewmen each hold:

  • 4d6 silver
  • 1d100 on Thing of Importance table

The Port of San Díanez

San Díanez is a tiny, bustling colonial outpost, its main buildings crowded along a single central thoroughfare and clustered around the harbour. A modest Redcoat garrison maintains order from the stone-walled presidio atop the central hill, while timber-and-stone shops, warehouses, and workshops support a small but active trade in feathers, provisions, and local goods. Taverns, a gambling hall, and a brothel provide social hubs, while the church and apothecary anchor the town’s spiritual and medical needs. Labourers, enslaved workers, and a scattering of families share the streets with Redcoats and merchants, creating a compact, lively population of roughly 200 permanent residents.

Redcoats guard many of the town’s important buildings. Street-fighting is outlawed, and any sounds of gunfire or explosions within a 300 yard radius of the Presidio tower will be investigated by 1d6+4 Redcoats: HP 15 Morale 8 Chain Shirt -d4 – Musket 2d6 Cutlass d6

Roll 2d6 on the Reaction table for townsfolk upon first meeting PCs (some NPCs have a modifier for this initial roll):

  • 2—3 Bloodthirsty
  • 4—6 Angry or Alarmed
  • 7—8 Indifferent or Neutral
  • 9—10 Almost Friendly
  • 11—12 Downright Helpful

The GM should keep track of NPC Reactions, and how PCs might be helping or hindering their Reaction tier with certain individual NPCs.


1. Presidio

It consists of an irregular polygonal curtain wall on the north side of the hill, with three outward-facing bastions and a single main tower rising at the highest point on the hilltop. The presidio overlooks the entire settlement, the harbour, and both forested hills to the east, with a single access path descending toward the town.

Fort: HP 200 Cannons 4@d12: Stationary (DR8 to hit). Makes 1 attack for each block of 50 HP it has remaining.

Five Redcoats: HP 15 Morale 8 Chain Shirt -d4 – Musket 2d6 Cutlass d6


Commander Rameses Dicken

Commander Rameses Dicken: HP 20 Morale 9 No Armour – Pistol 2d4 – Fine Rapier d8. Ambitious young commander in a powdered wig, Legendary Captain of the HMS Cockalorum . Five officers—Warmwater, Harding, Holdsworth, Trumble and Pickles— and a garrison of 50 Redcoats serve under Commander Dicken.

[If British soldiers start getting killed, make sure you keep track of their numbers. If half the Redcoats are killed, the Brits will commandeer a fishing sloop to send three men for reinforcements from Montserrat, 300 nautical miles away. The remaining forces will retreat to the Presidio fort and hunker in the bunker.]

Pen Island is a middle of nowhere post, but Dicken is determined to hold down the fort, and prove himself to be an officer of quality. He has already needlessly lost too many good men on this Christ-forsaken rock, and has officially restricted his men to a 300 yard radius around the Presidio tower, effectively making Yamo Kòra, Laguna Fortuna, and Los Huevos Peludos outside their patrol perimeter.

  • Keep a steady tongue and a straight back in my presence!
  • By His Majesty’s orders, I keep the peace in San Díanez, and keep trade flowing.
  • Every success here reflects upon me and my future career. I’ll not see it sullied by incompetence or cowardice.
  • Half my men have already fallen to the sun and the jungle, and I’ll be damned if I lose any more to foolishness.
  • Maybe you can locate my missing Privates? Have you seen them? One Ball, the other Withers?
  • The jungles of Los Huevos Peludos hold no law. Beasts, Natives, and even darker things stalk the unwary. Enter at your peril—none who wander there answer to Heaven or Crown.
  • Those godless Kalinago remain a thorn in our side. Any who take action against them will have my thanks—and 10 silver per head.

Two enlisted men have recently gone missing: Private Ball and Private Withers. PCs bringing Commander Dicken news of their whereabouts will earn his gratitude (Reaction improves by one tier).

Commander Dicken would love to rid the island of any remaining indigenous Kalinago that are still living somewhere in the jungles of Los Huevos Peludos. He will happily pay 10s per Kalinago head (literally) to any mercenaries willing to take on the bloody business. (Reaction improves by one tier for every six heads.)

Commander Dicken is too busy for leisure in town: he’s either at the Presidio, the Main Barracks, or the Officer’s Quarters.


2. Tavern / Inn for Sale

A mid-sized building located on the north end of the town waterfront, formerly offering both drinking and lodging services. It has a front courtyard leading into a common room with benches, tables, and a hearth for meals and socializing, while an upper floor provides modest guest rooms. A small stable can accommodate travellers’ horses.

The asking price is 6000s. If PCs want to make a serious offer, their chosen negotiator tests Presence DR12 to get the price down to 5000s.


Eleanora Casares

Eleanora Casares: HP 6 Morale 4 No Armour – Bare Hands d2 Reaction roll +2. Creole real estate agent. Light brown skin, curly dark hair pulled back with a ribbon, bright brown eyes. She’ll tell PCs all about the island, all with a positive spin!

  • This island is paradise! White sand beaches! Tropical fish! Beautiful exotic birds! Unspoilt wilderness! Everything within walking distance!
  • Yamo Kòra crater is a gift from the heavens, literally!
  • Laguna Fortuna is a magical place, it’s like a real life wishing well!
  • There is so much local history at the cemetery, it’s like a museum!
  • Now with the British government in charge here, it’s so civilized, I feel like I’m in London England!
  • This would make an amazing place to start a business, or maybe retire?
  • A lot of people are interested in this property, I’d make an offer quick if I were you…
  • El Cucuy? I don’t believe in fairy tales, señor. Sounds like monkey business.

Eleanora doesn’t live here on the island, she commutes here from her home on the mainland to the south.


3. Small Boat Repair Shop

A modest workshop positioned close to the shoreline, sized for maintaining and refitting small craft such as dinghies, ship’s boats, and local fishing skiffs. It has a simple rectangular footprint and enough workspace for basic hull patching, caulking, and oar repair.


Tobías Marín

Tobías Marín: HP 8 Morale 5 No Armour – Hammer d6 Fists d2 Reaction roll +2. Spanish-descended craftsman; preps boats for fishing expeditions. Doesn’t work on larger ships: those are serviced on the other end of the docks. He has a crush on Eleanora Casares.

  • I don’t meddle in other folk’s affairs. I fix boats, and I eat, and I sleep.
  • Have you met Señora Casares? She’s a nice lady.
  • Pirates, merchants, priests—same sun rises on all of us. I see to my skiffs, por Dios, and that’s enough.
  • If you need a skiff patched by dawn, deja la moneda, coño, and I’ll have it ready. Don’t waste my time otherwise.
  • Beware of Seamen’s Tears, amigo. Por Dios, boats that go there don’t come back.
  • El Cucuy? I don’t believe in fairy tales, señor… but be careful out there, maybe a panther swam here from the mainland?

If it’s not about boats, Tobías doesn’t know about it, so don’t ask. He works in the daytime, splits his time between The Cock ‘n’ The Ass, the Public Market, and Church at night.


4. “The Salty Grotto” Brothel

It has a modest façade with curtained windows and a single main entrance, while the interior is divided into small private rooms or chambers, with a common parlour or sitting area near the entrance. The space is furnished simply but comfortably, with beds, chairs, and small tables.

Six Shirtless Thugs: HP 12 Morale 8 No Armour Tavern Boxer Fists 2d4. Keepers of the peace at The Salty Grotto.


Isabela Laputa

Isabela Laputa: HP 6 Morale 5 No Armour – Stiletto d4 Reaction roll +2. Spanish-born madam; Olive skin, dark hair streaked with grey, sharp hazel eyes. Trades gash (and 𝓐𝓢𝓗) for cash. She can tell visitors all about the island if they ask… all with a negative spin!

  • This island is crawling with English dogs, and some of them bite, carajo!
  • Stay away from the crater, it’s cursed!
  • Don’t go to the lagoon: you toss in a coin, you don’t know what will happen, coño!
  • Stay away from Los Huevos Peludos, the jungle is a dangerous place!
  • Don’t go to the cemetery, it’s haunted!
  • Stay here, where it’s safe, with the ladies of the Salty Grotto… and then get off this rock, if you know what’s good for you, pendejo!

GASH: Three tiers of brothel service are available:

  1. Nasty: 50s, test Toughness DR12 or wake up infected.
  2. Decent: 100s, and yes: it does involve feathers… well worth the price.
  3. VIP: 250s, Madam Laputa is available for private engagements with distinguished clientele. Anyone baller enough to purchase her personal services AND do 𝓐𝓢𝓗 with Isabela will be treated to one dose of her private reserve of ‘good shit,’ gratis: add d6 to your d20 𝓐𝓢𝓗 effect table roll.

𝓐𝓢𝓗: The ladies of the Sandy Grotto are happy to hook clients up:

The standard rate per dose (~5 lbs. or one per skeleton) is 50s.

  • 2 Buyer’s market (can’t give it away).
  • 3 Flooded: half the rate.
  • 4-5 Surplus: lower last rate by 20%.
  • 6-8 Holding steady.
  • 9-10 In demand: raise rate by 20%.
  • 11 Rare: double the last rate.
  • 12 Seller’s market (name your price).

Madam Laputa won’t give up her source, but test Presence DR14 to convince one of the other ladies to spill the beans: they get their 𝓐𝓢𝓗 from… Antonio de Rivera.

Brothel business is booming: Isabela is always working, has no time for Church.


5. Powder Magazine

A compact, thick-walled structure set slightly apart from nearby buildings for safety. It has a simple rectangular or square footprint with minimal openings—a single reinforced door and small ventilation slits. Its distance from workshops and housing reduces the risk of accidental ignition. Houses gunpowder, smoke bombs, and iron grenades. Does NOT sell explosives to pirates.

Two Redcoat soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Master Gunner Luke “Cool Hand” Warmwater

Master Gunner Luke “Cool Hand” Warmwater: HP 16 Morale 8 No Armour – Blunderbuss d4(d10) Hatchet d6 Iron Grenades 3d6. Third in command of the garrison: artillery officer. Master Gunner of the HMS Cockalorum. Gruff, no nonsense.

  • If you want fireworks, look elsewhere…This isn’t a party shop, mate: explosives are NOT for sale on Pen Island, by order of the Commander.
  • Iron grenades stay under my eye, do you hear? No pirate nor lubber gets a sniff o’ ’em.
  • Mate, unless you’ve got my missing munitions, step along quick smart.

If PCs return the crate of grenades that Private Ball has in Yamo Kòra, they will be reimbursed for their value, and earn the gratitude of the Master Gunner (+1 Reaction tier). He’ll discretely sell grenades only if his Reaction is “helpful”, and only to fellow Englishmen.

Warmwater spends his free time at the Pen Isle Tavern, The Salty Grotto, or gambling at the Pentacle.


6. Fort Armoury / Workshop

A robust, fortified building situated near the presidio walls for security. Its proximity to the main tower and bastions ensures rapid access for garrisoned troops in case of attack, while its design balances functionality with defensive resilience.

Two Redcoat soldiers: HP 15 Morale 8 Chain Shirts -d4 – Musket 2d6 Cutlass d6


Cristóbal “CristóHerrera

Cristóbal “CristóHerrera: HP 12 Morale 7 No Armour – Crack Shot -4 DR to hit with Pistol 2d4 Fist d4 Reaction roll +1. Spanish Creole armourer; modifies, designs, collects, & sells interesting pieces of weapons and armour. Herrera can outfit you with the usual fare, or something more exotic, perhaps?

  • Buenos días, amigo. You seek the common piece, or something that sings with a tale of its own?
  • I will tell you once: touch nothing unless I hand it to you, comprende?
  • Every pistola is like a lady, señor — treat them with courtesy, or they betray you.
  • It’s true what they say about Laguna Fortuna: you toss in a coin, you change your life, lo juro por Dios, señor… I swear it by God.
  • El Cucuy? Ha!… I’ve never seen anything that couldn’t be killed by a well aimed pistola.
  • Keep your friends close, and your pistolas closer.

Herrera is apolitical: he’s content to work for the British: they respect his craft. Herrera is keen to show off his eclectic wares to the PCs. He sells NO explosives (bombs, grenades, etc.).

Cristó spends his leisure time at The Cock ‘n’ The Ass, the Public Market, The Pentacle, and The Salty Grotto. He is also having an affair with Carmen Mercado.

Interesting Helmets 100s each: Work like a morion: just look different.-1 damage. You can choose to ignore all damage from one attack, but the helmet breaks.

  • Mordred Helm: Bronze Adonis hair and half-mask
  • Savoyard Helmet (Todenkopf): skull-faced metal helm
  • Kawari Kabuto (“Changed Helmet”): fantastical Japanese samurai helm
  • Firefighting Helm (“Smoke Helmet”): missing some pieces
  • Visored Cuirassier Helm: Perfect for jousting on the seven seas
  • Chainmail Hood: 10% discount if you buy a matching shirt

Unique Firearms: Some one-of-a-kind items here, at great prices.

  • Fancy Lad Pistol: 200s, Opal, gold, & amethyst: reload 2, range 30′, gun 2d4,
  • Pearl Handled Pepperbox: 175s, reload 2×6, range 30′, 2d4, six barrels
  • Holy Inquisitor Ivory Pistol: 150s, reload 2, range 40′, 2d4, X2 v. Undead
  • Duckfoot Pistol: 100s, reload 2×3, range 30′, 2d4 x up to 3 adjacent targets
  • Dragon’s Breath Pistol: 75s, reload 2, range 30′, 2d4 + target is on fire, d4 damage for 5 rounds unless someone uses an action to put it out.
  • Barbed Wire-Wrapped Pistol: 50s, reload 2, range 30′, gun 2d4, club d6

Other Weapons: Previously used, refurbished and guaranteed good as new.

  • Hand Crossbow: 50s, Reload 1 range 30′. Fires all manner of darts.
  • French Officer’s Sabre: 50s d8. An officer’s cutlass, just by another name.
  • Harpoon Gun: 60s, d8 Reload 2 Range 30′ Strength DR12 or pulled to shooter
  • Silver Moon Hook: 100s, d8 (x2 v. lycanthropes). Sickle-like prosthetic hook.
  • Musk-Axe: 150s, reload 2 range 50’ Musket d8, Axe d8.
  • La Main d’Or: 300s, d6 Metal clockwork prosthetic, works like a natural hand.

7. Main Barrack

A long, rectangular two-story building located near the Presidio but set apart to allow drills and troop movements. Timber-framed with stone foundations and tiled roof, the ground floor holds weapons, armour, and provisions, while the upper floor contains simple bunks for enlisted men.

Five Redcoat soldiers: HP 15 Morale 8 Chain Shirt -d4 – Musket 2d6 Cutlass d6


First Lieutenant Percival “Percy” Harding

First Lieutenant Percival “Percy” Harding: HP 16 Morale 8 No Armour – Buccaneer Musket 2d8 – Fine Rapier d8. Second in command of the garrison: Veteran Quartermaster of the HMS Cockalorum; strict and organized. Depending on his Reaction, Harding will:

  • try to recruit any sturdy looking PCs on the island, especially Brits, urging them to enlist. (Positive Reaction)
  • mention being upset at the presence of 𝓐𝓢𝓗 on the island, and wanting to stamp it out. He wants narcs. (Neutral Reaction)
  • suspect the PCs as possible 𝓐𝓢𝓗 smugglers. (Negative Reaction)

  • What’s all this then? You havin’ a laugh? You think this is a holiday?
  • Proper log-keeping is the backbone of empire… sadly, few appreciate it.
  • You lot have the look of topmast men! Commander Dicken feeds his soldiers, pays on time, and keeps discipline fair. We can sign your whole gang together. No splitting you up. What do you say lads?
  • When it comes to 𝓐𝓢𝓗: you see something, you say something, you got it?

1st Lt. Harding spends his off hours at The Pen Isle Tavern, the Public Market, or The Salty Grotto.


8. The Pen Isle Tavern and Inn

A large, prominent building positioned to serve both locals and visiting sailors. Inside, a spacious common room contains long tables, benches, a central hearth, and a bar area for serving food and drink, while smaller side rooms and upper floors provide private lodging. A dignified establishment, popular with the Redcoats. House specialties include:

  • Albóndigas: a big pair of meatballs in a soft pastry pouch
  • La Concha de tu Madre: a sweet bread, conch-shaped and sugar coated

Regular Tables: First, Roll d4 to see how many tables below are occupied, then Roll again for each table (d4) to see which regulars are present at each.

  1. Sinjin Porter (1) + Penny Farthing (2) + Constance Levy (3) + Corporal Sandwich (4)
  2. Magistrate Fairchild (1) + Capt. Ashdowne (2) + Harbourmaster Bayter (3) + Dr. Medina (4)
  3. Quartermaster Harding (1) + Master Gunner Warmwater (2) + Bosun Holdsworth (3) + Lieutenant Pickles (4)
  4. All the above tables are full: all the regulars are present.

Rubio “Redbeard” Cantina

Rubio “Redbeard” Cantina: HP 12 Morale 7 No Armour – Blunderbuss d4[d10] Tavern Boxer Fists 2d4 Reaction +2. Grizzled ex-privateer and current bartender. Polishes bar, loud laugh, ex-privateer stories, quick to break up fights.

  • A drink for courage, another for sorrow, and a third you’ll regret.
  • Keep your hands off the serving girls and your pistols in your pockets.
  • I’ve sailed with ghosts and devils… “El Cucuy” might be an evil spirit, what the old Kalinago called a “Mayboya”… or it might be a feral dog. All I know, it likes to hunt by moonlight.

Redbeard can give PCs basic information on all of Pen Island’s landmarks and locals.


9. The Pentacle

A lively, centrally located building, full of off-duty soldiers, sailors, labourers, and residents seeking diversion. Constructed of timber, it contains tables for card and dice games, and The Pentacle’s fighting pit provides a central arena for ‘mano a mano’ contests. Salty seadogs and local labourers trade blows for prize money while witnesses wager. The interior is noisy and bustling, with a mix of spectators and competitors. Grog is the only drink on offer here: 1s.

Six Shirtless Thugs: HP 12 Morale 8 No Armour Tavern Boxer Fists 2d4. Keepers of the peace at The Pentacle.


Fiero de Lucha

Fiero de Lucha: HP 13 Morale 9 No Armour – Blunderbuss d4[d10] Tavern Boxer Fists 2d4. Pit-master; manages fights and competitions. Tanned, stocky, strong forearms, peg leg; dark hair tied back, short beard. Married to Carmen Mercado.

  • If you fight, fight honest; if you cheat, cheat well, or you’ll answer to me.
  • The crowd likes a bold one: give ’em a roar and they’ll love you for a night.
  • Hey, it’s not murder if it’s a fair fight: we’re civilized, we all agree on that.
  • El Cucuy shows up here, I’ll kill it myself.

Fiero is nearly always at The Pentacle: if not, he’s at the Salty Grotto, with Isabella.


Usual Gamblers: Roll a d6 to see who approaches a PC for a game or wager.

  1. Master Gunner Luke “Cool Hand” Warmwater
  2. Merchant Carmen Mercado
  3. Merchant Franco Vendedor
  4. Harbourmaster Beverly Bayter
  5. Capitaine Jacques Montblanc
  6. Armourer Cristóbal “Cristó” Herrera

“Race Around Pen Island,” The Dice Game: Take turns rolling 6d6 against competitors, as many times as needed. Each person needs to get a 1, then 2, then 3, then 4, then 5, then 6: the first to get all the numbers wins. Multiple numbers in one throw is desirable, as long as you have rolled the lower number, either previously or at the same time (ie. winning on the first roll is possible).

Players keep track of their progress by drawing the island as they go:

  1. ⚀ Yamo Kòra (one innocent little circle)
  2. ⚁ Los Huevos… (two big sweaty ovals)
  3. ⚂ Seamen’s Tears (three juicy drops)
  4. ⚃ Presidio (one central tower and three bastion towers of the hill-fort)
  5. ⚄ … Peludos (five hairy lines radiating out from the sweaty ovals)
  6. ⚅ San Díanez Shores (‘shaft-like’ parallel enclosing lines) VICTORY!

The Pentacle Fighting Pit

Most fights here are not to-the-death, since it’s generally just local workers looking to show off their prowess and blow off some steam with some virile competition. That said, if things go too far in The Pentacle pit and one of the fighters dies, as they sometimes do, nobody is charged with a crime… unless somebody pulled an obvious weapon, of course.

PC’s who want to throw their hat into the ring must remove armour and weapons, and are matched with a random d10 opponent. Losers get 10s, winners get 50s. Everyone else wagers with even odds.

Damage in The Pentacle pit is presumed to be non-lethal, unless the GM and/or players choose otherwise. Combatants fight stripped to the waist, with or without gloves or hand wraps. Note: some competitors fight dirty (red text below): test Presence DR12 after a cheap shot to fully realize what just happened.

Possible Opponents (d10):

  1. Cooper Mateo Zángano HP 12 Morale 7 Fists 2d4+1 (copper in his wraps)
  2. Blacksmith Diego Ferrer: HP 13 Morale 7 Fists 2d4
  3. Storekeeper St. John “Sinjin” Porter: HP 13 Morale 9 Fists 2d4
  4. Importer Antonio de Rivera: HP 13 Morale 9 Fists 2d4
  5. Shipwright Hugo Astillero: HP 13 Morale 9 Fists 2d4
  6. Carpenter Jesús López: HP 11 Morale 7 Fists 2d4 (or Sawdust In The Eyes: test Toughness 16 or attack and defend +DR6 for d4 turns)
  7. Purser Chester Holdsworth: HP 16 Morale 8 Fists 2d4
  8. Slavemaster Domingo Canalla: HP 12 Morale 6 Fists 2d4+2 (loaded gloves)
  9. Slave Othello (Otelú): HP 12 Morale 6 Fists 2d4
  10. Slave Goliath (Gele): HP 16 Morale 10 Fists 2d4

Pentacle Fight Notes (RE: Hugo, Othello, Goliath):

  • If a PC draws Hugo as an opponent on the second (full moon) night, he steps into the Pentacle pit, then suddenly runs away, to everyone’s ridicule. The PC can take their win money without having to fight, to everyone’s ridicule, or fight a new opponent.
  • If Othello or Goliath beats a PC, Domingo Canalla gloats insufferably.
    • Ha! You see? My bozales earn their keep. Should’ve kept your purse shut and your guard up.
    • Walk it off, maricón… Chained men fight harder than you!
    • That’s strength I PAID for, comprende? You don’t train beasts like these with kind words.
    • Look at you, panting! That was barely a warm-up for them.
    • Hah! Worth every damn coin… I ought to charge YOU for the LESSON!
  • If a PC beats either of the slaves, Dominga Canalla kills that slave, and complains insufferably to the PC about his “wasted investment”.
    • Fools! I squandered my patience, my time, and my coin on these worthless beasts.
    • Diablos, I should have seen it. Worthless, every one of them. My own blind folly.
    • Should’ve kept my doubloons instead of buying worthless maroons.
  • For any other NPC fought, win or lose, if the PC fights fairly, their Reaction tier with that NPC goes up by one: respect gained through shared combat.

𝓐𝓢𝓗 is available from random thugs and sailors in The Pentacle. Standard rates apply. Test Presence DR16 to get anyone to give up Antonio de Rivera as their 𝓐𝓢𝓗 supplier.


10. Bathhouse

A modest, functional building situated adjacent to the washhouse for convenience. The interior includes changing spaces, shelves for towels and soaps, and benches.

Bathhouse and Wash House / Laundress

Ramón Santos

Ramón Santos: HP 8 Morale 4 No Armour – Wet Towel Snap d4 Bare Hands d2 – Reaction roll +2 . Attendant; observes local activity. Married to Selena Cano.

  • Steam loosens the tongue, señor. I hear confessions not meant for priests.
  • Those who come after midnight rarely come for bathing.
  • Be careful in the full moonlight, that’s how El Cucuy likes to hunt.

PCs test Presence DR12 to get Ramón to gossip. He knows Antonio de Rivera, and Seymour Pickles, and Mateo Zángano, are all up to shady business… What are they up to? What do you think! Shh, I’ll say no more!

Santos can tell PCs basic info about the island and locals. He also does Tattooing on the side; naturally, birds are his specialty: 10-150s. He spends his off hours at the Public Market and Church, or next door with his wife, Selena.


11. Wash House / Laundress

A small, functional building separated slightly from residences to manage noise and water runoff. Inside, large basins or troughs line the walls, and a few drying racks or lines extend outside. The structure is practical and unadorned.


Selena Cano

Selena Cano: HP 6 Morale 4 No Armour – Bare Hands d2 Reaction roll +2. Laundress; keeps track of town gossip. Married to Ramón Santos.

  • Clothes talk plainer than people: a stained bedsheet is louder than a hundred lies!
  • You bring silver, I bring gossip; we trade fair, sí?
  • Redcoats sweat like pigs, but it’s fear, not the sun, that makes them stink. El Cucuy is here, and they know it.

PCs test Presence DR12 to get Selena to gossip. She knows Padre Infante, Carmen Mercado, and Cristó Herrera, are up to shady business. What are they up to? What do you think! Shh, I’ll say no more!

Selena spends her off hours at the Bathhouse with Ramón, the Public Market, and Church.


12. Royal Navy Victualling Office

A secure, official building located on the docks to streamline provisioning. Constructed of sturdy stone, it features storage rooms for foodstuffs, salted meat, flour, and barrels of fresh water, as well as an office space for clerks to manage inventories and issue supplies.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 – Musket 2d6 Cutlass d6


Purser Chester Holdsworth

Purser Chester “Poker” Holdsworth: HP 16 Morale 8 No Armour – Pistol 2d4 Pike d8 Tavern Boxer Fists 2d4. Fourth in command of the garrison. Strict Bosun of the HMS Cockalorum; efficient officer; manages provisions.

  • Stand straight when I speak, or stand someplace else.
  • I’m as sick of corned beef as any poor bastard on this post.
  • There used to be good fishing ’round Seamen’s Tears, but now it’s nothing but damned jellyfish. Bah! They taste nothing like jelly!
  • I pay good silver for good bushmeat, if ye’ve a hunter among your crew.
  • Ye dogs fancy a spot of rough play? Mayhap I’ll meet ye at The Pentacle… Dice, cards, or maybe a bit o’ slap and tickle?

Holdsworth will pay 10s for wild boar or fresh bush crab meat (no bat or monkey, please) from Los Huevos Peludos. His Reaction tier goes up one if all the Sirens of Seamen’s Tears are destroyed.

He spends off hours at The Salty Grotto, The Pen Isle Tavern, The Pentacle, and Church.


13. Officer Housing

A two-story dwelling set apart from the main barracks. Each officers’ unit contains modest private quarters, storage, and a small office space. These residences serve as both living spaces and administrative centres for commanding personnel.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Lt. Seymour Pickles

Lt. Seymour “Stiff” Pickles: HP 15 Morale 8 No Armour Musket 2d6 Cutlass d6. Sixth in command of the garrison. Young, orderly; coordinates officer schedules.

  • Speak crisply; I dislike the slovenly manner of the tropics.
  • I don’t trust half the men under me… and I trust the other half less.
  • This “Beast of Pen Island,” this “coco”… or, whatever people call it, is a menace. Bring me its carcass: quietly. I’ll make it worth your trouble.
  • There’s talk… whispers of ‘the old flag’ and fools dreaming of Spain’s return. If you hear who’s spreading this, bring me their names.
  • You bring any intelligence that advances my station, you’ll find me… appreciative.

Lt. Pickles gives “official” cover to Antonio de Rivera’s 𝓐𝓢𝓗 smuggling, helping to get it past the local customs inspector whenever necessary. This is NOT the sort of information he wants the PCs digging into.

Pickles spends off hours at the Pen Isle Tavern, the Public Market, and The Notary and Land Office, where he is wooing sweet, innocent Sofia Tintero, secretly thumbing through her official drawers and nosing around sensitive folders and envelopes held within.


14. Notary & Land Office

A modest but formal building located near the town centre or administrative quarter, serving as the settlement’s hub for legal, property, and official transactions. Inside, desks, writing supplies, and shelves of ledgers allow the notary or clerk to draft agreements, certify documents, and manage land transfers. Outside, there is a notice board with various postings:

  • FOR SALE: Tavern and inn on the north side of town.
  • TATTOOS: 𓅪Ask for Ramón at the Bathhouse.𓅪
  • MISSING:  🇬🇧British Private Ball and Private Withers. Anyone with information is asked to report directly to the Presidio Commander.🇬🇧
  • PROCLAMATION: ༗Whereas the Perils of Seamen’s Tears do daily afflict the Peace and Trade of this Port, a Reward of one hundred silver pieces (100s) to any Soul who shall put an end to this Mischief, root and branch, and deliver Proof Sufficient to the Town Hall—By Order of The Magistrate༗
  • WANTED: posters seeking various notorious New World villains, and any PCs who have as their background:
    • Bandit
    • Criminal
    • Deserter/Naval Deserter
    • Revolutionary
    • Smuggler
    • Thief

Any PC featured on a wanted poster needs to roll a d20 when speaking to any Redcoats (or d10 if they’ve given their real name on the island): a one on the die means they’ve been recognized, and will now be subject to immediate arrest.


Sofia Tintero

Sofia Tintero: HP 6 Morale 4 No Armour – Bare Hands d2 Reaction roll +2. Manages Pen Island records and deeds. Always holds quill and ledger, conscientious and meticulous. She can tell PCs the basics of the island and its residents.

  • If you have a Docking Form from the Harbourmaster Bayter, you can just leave it on my desk once you’ve filled it all out.
  • Ink binds harder than iron, niño; remember that before you sign.
  • If your business is with the people here, I can provide their basic details. I know no secrets beyond the ledgers.

Treasure: test Presence DR16 to notice a Letter of Marque on Tintero’s desk, signed by the Magistrate, but with none of the details filled in the blanks (Ship name/type, Captain, date). Test Agility DR12 to stealthy steal it, sneaky-like.

Tintero spends her evenings at the Public Market or Church, and is secretly being wooed by Lt. Seymour Pickles.


15. Town Jail / Lock-up

A small, fortified structure. Constructed of stone with minimal openings, it features a reinforced door and small barred windows to prevent escape. Inside, four single-person cells are simple and cramped, designed for temporary confinement of offenders, debtors, or disorderly sailors. There is currently only one inmate: the PC’s friend in need.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 – Musket 2d6 Cutlass d6


Lt. Ewan Trumble

Lt. Ewan Trumble: HP 10 Morale 8 No Armour – Pistol 2d4 Fists d4. Fifth in command of the garrison. Scottish jailer with a whiff of breath on his rum. He’s given up on being promoted at his age, and doesn’t take his job too seriously. Where is anyone going to go on this island? He has a big ring on his belt with five keys: one for each cell, one for the front door.

  • Most lads whimper their way in an’ strut their way oot, mark me well.
  • Coin disnae aye open locks, but it’ll aye open a wee blether, ken?
  • If ye try tae break yer fella oot, ye’ll a’ end up wanted by the British Clown, er, Crown!

Your friend is locked up here, on minor charges of street fighting*. Lt. Trumble is happy to look the other way while your friend “escapes” if you pay him 250 silver, and promise to all leave the island immediately.

Doors can be opened without the keys, in a pinch: test Strength or Agility DR16.

*The friend in jail is due to be released five days from when they arrive. Do not volunteer this information to the players.


16. Blacksmith & Farrier

A sturdy, utilitarian workshop located near the centre of town. Constructed of timber with a stone or brick hearth, it houses a large forge, anvil, bellows, and racks for tools, metal stock, and finished work. The space is divided to accommodate both general blacksmithing and farriery.


Diego Ferrer

Diego Ferrer: HP 13 Morale 7 No Armour – Smith’s Hammer d8 Tavern Boxer Fists 2d4 Reaction roll +1. Blacksmith; repairs gear and sells armour. Doesn’t sell weapons, but can fix them if they’re broken (melee only, no firearms).

  • Steel doesn’t lie — filthy gringos lie.
  • I’ll mend a blade, but I don’t sell them. Killing’s your business, I only keep the tools sharp.
  • One spark, amigo… one spark, and this island will remember who owns it. Viva la revolución!

Ferrer longs for revolution against the British & the return of Spanish control to Isla de la Pluma, and is happy to encourage PC mayhem against the Redcoats. He spends his off hours at The Pentacle and The Cock ‘n’ The Ass.


17. Apothecary & Surgeon’s Office

A modest but well-organized building near the town centre, accessible to both residents and sailors. It contains a front room for dispensing medicines and storing herbs, tinctures, and surgical supplies, while a rear or side area serves as a workspace for basic treatments, minor surgeries, and wound care.


Dr. Francisco Medina

Dr. Francisco Medina: HP 6 Morale 4 No Armour – Bone Saw d6 Skilled Hands d4 Reaction roll +2. Spanish surgeon; treats injuries, infection, and illness. Fair skin, greying hair, wire-rimmed glasses, thin but upright posture. Dr. Medina will pay 2s/bat for vampire bat specimens from Los Huevos Peludos for his research. He has a 50% success rate with his zombie and vampiric infection cure (250s), which must be administered before the patient turns undead.

  • Buenos días. If you are wounded, speak plainly. I need to know what ails you before I can treat it.
  • Cleanliness is paramount. Filthy patients invite their own doom.
  • Lie still. You can thank me later, or curse me now, your choice.
  • I’ve seen stranger wounds than yours; most were caused by stupidity.
  • Bring me fresh specimens, not rotten carcasses: I need fluids, not bones.
  • I do not deal in gossip, nor in local squabbles. My concern is disease, injury, and the curious workings of the body.

Dr. Medina was well-trained at the Universidad de Salamanca in Spain: he can diagnose infection, sickness, and forms of undeath on sight. He can be found at his office, the Pen Isle Tavern, or Church.


18. Communal Longhouse

A large, rectangular timber building located near the centre of the settlement. Constructed of heavy timber with a pitched roof and open interior, it contains long benches and tables along the central hall, and includes raised platforms and partitions for sleeping and storage.


Reina Posada

Reina Posada: HP 6 Morale 4 No Armour – Bare Hands d2. Labour overseer; manages lodgings. Visitors can stay eat and sleep cheap here: 3 sp for a bunk and a daily meal.

  • You sleep here, you respect the rules. We share space, not troubles.
  • You bring harm to this house, you answer to me first, the Magistrate next.
  • Food is for those who help the fire burn; idlers eat last, comprende?
  • Beware the full moon, amigos. Last month El Cucuy took the shipwright’s wife. Tranquilo, you’ll rest safely here in the Longhouse, under my roof.

She can tell PCs the basics of the island and its residents. Reina has no money to buy anything from the PCs, but any donations of boar meat, crab meat, etc. to the Longhouse will earn her gratitude (+2 Reaction tier).

Reina spends her off hours at the Public Market, The Cock ‘n’ The Ass, or Church.


19. Public Market Square

An open, central plaza situated at the heart of the town, serving as the primary venue for trade, social interaction, and civic gatherings. The space is paved or levelled, with stalls, booths, or simple wooden tables set up for merchants, farmers, and craftspeople to display goods ranging from foodstuffs to tools and textiles. Mundane equipment is available here: food, drink, clothes, hats, gear. Any fancy clothes or tricornes sold here are gonna have ostentatious feathers on them, guaranteed.


Carmen Mercado

Carmen Mercado: HP 6 Morale 4 No Armour – Bare Hands d2Reaction roll +2. Market coordinator; oversees transactions. Married to Fiero de Lucha.

  • Thieves don’t last long here. We’ve ropes and trees enough.
  • If you’re buying goods, pick carefully. Ostentation is everything here; a tricorn without a proper plume is shameful.
  • If you’re selling feathers, I’ll know before you open your satchel.
  • You have the scent of a man who’s knows death. That’s a rare fragrance, mi amor.

She can tell PCs the basics of the island and its residents. If the PCs are trying to sell feathers here, Carmen starts with an offer of 20s/bird. Test Presence DR12 to talk her up to 60s; fail and 30s is her final offer. Double this price structure for live birds.

Carmen spends her off hours at The Cock ‘n’ The Ass, watching fights at The Pentacle, or Church. She’s having an affair with Cristóbal “CristóHerrera.


20. The Cock ‘n’ The Ass

A low, timber-framed tavern with a sloping roof and a weathered sign of a rooster on a donkey. Inside, lanterns dimly light scarred tables and a rough wooden bar, thick with the smell of rum, smoke, and sweat. Sailors and labourers crowd the benches, drink, brawl, and trade gossip. The establishment was renamed in the ‘English Pub’ style to try to appeal to the Redcoats, but the change hasn’t seemed to pay off yet. House specialties include:

  • Hare Pie: rabbit meat, gravy, and vegetables enclosed in a pastry crust
  • Spotted Dick: British suet pudding with dried fruit and custard

Regular Tables: First, Roll d4 to see how many tables below are occupied, then Roll again for each table (d4) to see how which regulars are present at each.

  1. Tobías Marín (1) + Hugo Astillero (2) + Jesús López (3) + Diego Ferrer (4)
  2. Antonio de Rivera (1) + Franco Vendedor (2) + Reina Posada (3) + Eleanora Casares (4)
  3. Domingo Canalla (1) + Jacques Montblanc (2) + Cristó Herrera (3) + Carmen Mercado (4)
  4. All the above tables are full: all the regulars are present.

Marcel Ponce de León

Marcel Ponce de León: HP 6 Morale 4 No Armour – Blunderbuss d4[d10] Knife d4 Reaction roll +2. Ex-privateer; informed on trade and shipping, always polishing glasses, quick to smile and share a tale, ex-privateer swagger in stance. Grog, rum, and wine is available in the tavern. A night at the inn and a fine meal is 10 silver/night.

  • Sit, sit… you look like you’ve wrestled an angel and lost. Tell me your story.
  • Mon ami, for ten silver, you’ll sleep like royalty… better, even.
  • Treat my staff kindly, and you’ll slumber safely as a little lamb.

Marcel can tell PCs the basics of the island and its residents. He is the great grandson of famous conquistador Juan Ponce de León, whose grave is here on the island [San Díanez Cemetery]. Marcel will name-drop his most famed of famous ancestors, and share the following information with any PCs with whom his Reaction is ‘almost friendly’ or ‘helpful’.

  • My great-grandfather? None other than the first Governor of Puerto Rico—set up towns, ran the place proper!
  • He found Florida before most men had even heard of it. First European there, mark my words!
  • Ah, the stories! They say he was after the Fountain of Youth—a man with ambition, always chasing the impossible!
  • He wasn’t just a name in books—he tamed the islands, dealt with the natives, made Spain proud.

Marcel can sometimes be found at The Salty Grotto, or Church.


21. British Feather Trading House

“Sun-Plume Trading Company,” a substantial, functional building located near the docks for convenient shipment and receipt of goods. Constructed of timber with a reinforced roof and wide doors, it contains storage rooms for sorted and packed feathers, workspaces for processing and bundling, and secure areas for valuable shipments awaiting transport.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Capt. Avery Ashdowne

Capt. Avery Ashdowne: HP 12 Morale 7 No Armour Pistol 2d4 Cutlass d6. British merchant, Captain of “The Godspeed”; in charge of shipments. Ruddy complexion, grey sideburns, portly.

  • Quality, sirs, is the only coin that separates a gentleman from a fool. Attend to it, and you may yet prosper.
  • These Papists and sun-baked Creoles treat feathers as they do their trifling customs — carelessly, with no thought for value. Infuriating!
  • Handle a Bird of Paradox with care, and I shall reward you handsomely. Bruise it, and I pay you no more than a swine’s pittance.
  • Dead or alive, the birds must arrive unblemished. I am generous to those who understand this; I am pitiless to those who do not.

If the PCs are trying to sell feathers here, Edmund starts with an offer of 20s/bird. Test Presence DR12 to talk him up to 40s; fail and 20s is his final offer. Double this price structure for live birds.

Captain Ashdowne frequents The Salty Grotto and the Pen Isle Tavern. He is scheduled to leave Pen Island four days after the PCs arrive.


22. San Díanez Church / Schoolhouse

San Díanez, Patron of the Perpetually Irritated

A modest multipurpose building located near the heart of the settlement, serving both spiritual, educational, and pederastic needs. Constructed of timber and light masonry, it has a simple rectangular plan with a pitched roof and a single entrance, accompanied by a small bell. Inside, rows of pews face a raised pulpit at the end of the room.


Padre Pedro Infante

Padre Pedro Infante: HP 12 Morale 9 The Holy Spirit -d2 – Crucifix Dagger d4 – Intimidating Glare test Spirit DR12 or freeze up for one round – Mind Manacles one creature seen must obey his commands for d2+spirit rounds. Priest and teacher. Fair skin, thin, balding with grey temples, solemn expression.

  • Mark 10:14… Jesus says, “Let the little children come to me, and do not hinder them…”
  • Isaiah 13:16Their infants will be dashed to pieces before their eyes; their houses will be looted and their wives violated…
  • Jeremiah 19:9… I will make them eat the flesh of their sons and daughters…

Formerly Catholic, Padre Infante has allegedly converted in order to stay at his post, and keep ministering to the local children. Test Spirit DR12 to intuitively sense that Padre Infante is an irredeemable, inveterate serial child rapist.

  • Children understand me. They know to listen. Adults… often fail the test.
  • Thus saith the Lord: Execute judgment in the morning’—Jeremías 21:12. And I do. Every morning. With. Out. Fail.
  • The Psalmist wrote, ‘Thy rod and thy staff, they comfort me’—Salmo 23:4… some little sinners need more rod than others.

The Lord’s work is never done, Padre Infante is always plugging away at Church.


23. Customs House

A prominent, secure building situated near the waterfront to oversee the inspection and regulation of incoming and outgoing ships. Constructed of stone or heavy timber, it features offices for clerks, storage for goods under inspection, and a counting room for duties and tariffs.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Constance Levy

Constance Levy: HP 6 Morale 4 No Armour – Bare Hands d2. Customs inspector; monitors cargo. A hard nosed bitch.

  • Declare everything. Smugglers pay double — in coin or flesh.
  • If I find undeclared cargo, consider it mine.
  • I don’t haggle. I assess.

The PCs meet her, and Harbourmaster Beverly Bayter, immediately upon docking.

Inspector Levy will:

  • Ask for a complete cargo manifest,
  • Charge tariff on any basic (5%) or luxury (10%) goods to be unloaded,
  • Send two British Soldiers on board for a quick ocular pat-down.

Test Presence DR16 to try to sneak any undeclared cargo past inspection.

Constance is occasionally at The Pen Island Tavern, or at the Public Market, or Church, when she’s not working, which is most of the time.


24. Town Hall (Casa de Gobierno)

A substantial, formal building located at the civic heart of the settlement. Originally a Spanish administrative structure, it has been adapted under British rule to house local governance, & council chambers. Inside entry rotunda is a Kalinago idol in a glass display case.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Magistrate Morgan Fairchild

Magistrate Morgan Fairchild: HP 10 Morale 7 No Armour – Pistol 2d4 Ceremonial Mace d8 Reaction roll +1 Town administrator. Nephew of THE Lord Archibald Hamilton, Governor of Jamaica, Magistrate Fairchild thinks this is a rather swell position: his assistants fill out all the forms, and he just signs his name and adds his seal at the bottom; sometimes, he just signs and seals the documents first, and knocks off work early!

  • This island would drown in chaos without my quill.
  • Now, now… no need to bother me with trifles. There are more pressing… leisurely matters awaiting.
  • Ah, the Kalinago idol? Fascinating, isn’t it? A barbarian god of some sort, I reckon.
  • Confound it! If Commander Dicken will not rouse himself over the perilous Seamen’s Tears, then I am driven to harsher remedies. Let it be proclaimed: a reward of one hundred silver pieces to any stout soul who shall put an end to this mischief, root and branch. Bring me results, not excuses, and you shall be paid in earnest coin!

The Magistrate spends most of his free time either at the Public Market glad-handing the locals, The Pen Island Tavern drinking fine wine, or the Salty Grotto where he usually receives VIP service.


25. Bank / Exchange House

A prominent, solidly built structure near the town centre & market square, reflecting both authority and security. Constructed of stone with reinforced doors and small, secure windows, it contains offices for clerks and tellers, a strongroom for coin and valuables, and ledgers for recording transactions. Test Strength or Agility DR20 to break down/lock pick the strongroom door. Treasure: 3d100x10 silver pieces.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Penny Farthing

Miss Penny Farthing: HP 6 Morale 4 No Armour – Bare Hands d2. Banker; manages accounts and transactions.

  • Gold is dependable; people are not. I trust accordingly.
  • Deposits will be recorded carefully. Errors reflect poorly on the depositor, not the bank.
  • Large withdrawals require notice. Surprises are for children.
  • I lend only to those whose honour I can tolerate. The rest may seek comfort elsewhere.

Lending Terms:

  • 50–150 pieces of eight to random travellers with 200% collateral
  • 200–500 to reliable locals with 150% collateral
  • 1,000+ only for ships or land-backed deals
  • 20–40% premium, increasing to 60% if the borrower is clearly a scoundrel

Penny spends her nights at the Public Market, the Pen Isle Tavern, or Church.


26. General Provisions Store

A practical, centrally located timber building near the market square and main thoroughfare, serving as the settlement’s hub for everyday goods. It features wide doors and open shelving to display staples such as salted meat, flour, sugar, dried legumes, rope, and basic household supplies. Inside, counters and storage bins allow clerks to weigh, measure, and package goods for sale.


Franco Vendedor

Franco Vendedor: HP 6 Morale 4 No Armour – Bare Hands d2 – Reaction roll +2. Merchant; stocks and sells provisions, clothing, hats, and other mundane gear.

  • If it’s not on my shelves, it’s not worth your coin, amigo… Unless it’s Laguna Fortuna, maybe.
  • Goods come and go with the season… and so do bargains, amigo.
  • Hunting El Cucuy? Take rope, guns, and courage… I only sell rope, amigo.

Vendedor works days, and spends his nights at the Public Market, The Cock ‘n The Ass, The Pentacle, and Church.


27. Liquor Warehouse

A stout, rectangular building of timber and stone situated adjacent to the Harbourmaster’s Office, with thick walls and a reinforced door to secure barrels of rum, wine, and spirits. Small windows near the roof allow ventilation while limiting theft. The building functions as the primary storage and distribution point for alcohol arriving by ship.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt – d4 Musket 2d6 Cutlass d6


St. John “Sinjin” Porter

St. John “Sinjin” Porter: HP 13 Morale 9 No Armour – Blunderbuss d4[d10] Tavern Boxer Fists 2d4. Liquor warehouse overseer; manages inventory. Porter is willing to buy alcohol that the PCs are selling, but he only sells wholesale to the taverns on Pen Island, not to individuals.

  • These barrels ain’t playthings; tip one wrong and ye’ll be feelin’ it.
  • I know every bottle in this house. Try me, and ye’ll regret it.
  • If you’re lookin’ for a dram, try The Cock ’n’ The Ass. My job’s stock, not serving.
  • Aye, I’ll buy what you’ve brought, if it’s drinkable and not piss-thin. Let’s see the cask.

Porter spends his evenings at The Pen Isle Tavern, The Pentacle, or The Salty Grotto.


28. Harbourmaster’s Office

A small but authoritative building situated directly on the waterfront, overseeing the docks and anchorage. Inside, a desk, ledgers, and charts allow the harbourmaster to record arrivals, departures, cargo manifests, and docking fees, while a side area stores signals, flags, and basic nautical instruments.


Harbourmaster Beverly Bayter

Harbourmaster Beverly Bayter: HP 8 Morale 6 No Armour – Pistol 2d4 Truncheon d6. Harbourmaster; supervises arrivals and departures.

  • Ships that dodge fees find storms they didn’t expect. Nobody wants that.
  • Tell me your business on Pen Island plainly. I hate riddles.
  • Tell me your cargo and your captain’s name, or tell it to the tides.
  • This dock is my kingdom; you tie a line without leave, I cut it. Simples.

The PCs meet Harbourmaster Bayter, and Customs Inspector Constance Levy, immediately upon docking.

Harbourmaster Bayter will:

  1. Hand someone from the crew a form to fill out (Ship Name, Captain, # of Crew/Passengers) with instruction to drop it off at the Notary Office,
  2. Declare that any sick crew must stay on board their ship, or report directly to the Quarantine House.
  3. Most importantly: collect the Docking Fees:
  • Raft, Dinghy, Canoe: 5s/day
  • Longboat, Piragua, Tartane, Sloop: 10s/day
  • Brigantine, Fluyt, Galley, Frigate: 15s/day
  • Galleon, Man-of-War, Ship of the Line: 20s/day

There are currently a handful of ships in port, about as busy as it gets:

  • La Mitsou: French fluyt, departs on Day 6, bound for Grenada
  • The Godspeed: British fluyt, departs on Day 4, bound for Montserrat
  • HMS Cockalorum: British naval sloop captained by Cmdr. Dicken
  • Nautical Lady: Local fishing/merchant sloop
  • Queen of the Sea: Local fishing/merchant sloop
  • La Cabra del Mar: Spanish tartane, owned by Antonio de Rivera
  • Five Dinghies: Owned by local fishermen and minor merchants

Harbourmaster Bayter spends his evenings at the Public Market, The Pen Isle Tavern, The Pentacle, or The Salty Grotto.


29. French Feather Trading House

“Maison des Plumes,” a specialized trading building located on the docks, operated by French merchants. Constructed of timber with wide doors for easy loading and unloading, it includes storage rooms for sorted feathers, worktables for cleaning and bundling, and secure areas for valuable shipments awaiting export.


Capt. Jacques Montblanc

Capt. Jacques Montblanc: HP 13 Morale 9 No Armour Pistol 2d4 Fine Rapier d8. French merchant; le Capitaine de “La Mitsou,” runs trade operations. Pale skin, dark wavy hair, neatly trimmed moustache.

  • Exotic feathers? Show them. I do not pay for descriptions, mon ami!
  • Patience, mon ami. Only the reckless buy in haste and regret in silence.
  • The English? Ha! They cheat without blush. I pay fairly, though not foolishly.

If the PCs are trying to sell feathers here, Montblanc starts with an offer of 20s/bird. Test Presence DR12 to talk him up to 50s; fail and 25s is his final offer. Double this price structure for live birds.

Cpt. Montblanc has just arrived, and is scheduled to leave in seven days. He spends his evenings at the Public Market, The Pentacle, The Cock ‘n’ The Ass, or The Salty Grotto.


30. Main Import Warehouse

A large, sturdy building situated close to the docks for direct access to incoming ships. Constructed of heavy timber with a pitched roof and wide doors, it contains expansive interior space with shelving, crates, and bins for storing imported goods such as textiles, tools, luxury items, and trade supplies.

Treasure: The warehouse holds Clothing & Armour, Hats, Gear and 𝓐𝓢𝓗 (1d100 doses) hidden in “special” barrels: test Presence DR 16 to detect secret chamber.


Antonio de Rivera

Antonio de Rivera: HP 13 Morale 9 No Armour – Harpoon d8 Long Chain d6 (10′) Tavern Boxer Fists 2d4. Foreman; manages incoming cargo. Friends with Franco Vendedor, also his biggest customer.

  • I move cargo, sí—but I prefer the kind that never touches the ledger.
  • If it crossed the sea and sparkles, bleeds, or breaks skulls… I’ll buy it.
    But speak soft, amigos—la aduana doesn’t hear what I don’t say.
  • Mess with my stacks, and you’ll find your teeth in a different crate.

Antonio de Rivera is Pen Island’s main importer of 𝓐𝓢𝓗, assisted in this enterprise by Lt. Pickles, and “special” barrels made by the cooper, Mateo Zángano. His shipments come every 3 months: the latest arrived last night. If any PCs mention 𝓐𝓢𝓗 to Antonio, his Reaction level will go down one tier. If PCs exhibit knowledge of Antonio’s smuggling business, his Reaction goes down three tiers.

Otherwise, Antonio is happy to purchase any booty the PCs wish to sell, for a fair price. Rivera spends his evenings at the The Cock ‘n’ The Ass, The Pentacle, or The Salty Grotto.


31. Shipwright / Ship Repair

A large, open-sided workshop, built of sturdy timber with a high, sloped roof to accommodate masts and hulls. Inside are workbenches, tool racks, and storage for planks, spars, and sails. The structure allows boats to be hauled directly from the water for repair or refitting, and provides space for constructing new small craft.


Hugo Astillero

Hugo Astillero: HP 13 Morale 9 No Armour – 2×4 Shampoo d8 Axe d6 Tavern Boxer Fists 2d4. Shipwright; builds and repairs boats.

  • All ships are women: they forgive little and forget less.
  • The Seamen’s Tears have always been dangerous, best to steer well clear of them.
  • Mind the shavings underfoot—one slip and you’ll be cursing splinters for a week.
  • I once had a wife. A good woman. She’s… gone now. Life takes things from you when you’re not looking.

Astillero spends his off hours at the Public Market, The Pentacle, or The Cock ‘n’ The Ass.

The Beast of San Díanez AKA ‘El Cucuy’

On the night of the full moon (the second night after PCs arrive), Hugo turns into a werewolf, and kills something, or someone, on Pen Island. He had a wife, but he ate her, and feels very guilty about it. His usual excuse for scratches or bruises, if anyone asks, is that he fought in the Pentacle.

The Beast of San Díanez AKAEl Cucuy‘: HP 13 Morale – Thick Skin -d2 Bite & Claws d6 + test Toughness DR12 or contract Cosmetic Lycanthropy: next morning, you awake with thick fur covering your face and body.

d12 Werewolf Victim Table

1. Cordelia Rigby: Padre Infante is very upset.2. Franco Vendedor: Antonio de Rivera is very upset.3. Carmen Mercado: Fiero de Lucha is very upset.
4. Sofia Tintero: Lt. Pickles is very upset.5. Penny Farthing: St. John “Sinjin” Porter is very upset.6. Beverly Bayter: the Magistrate is very upset.
7. Eleanora Casares: Tobías Marín is very upset.8. Constance Levy: the Magistrate is very upset.9. Ramón Santos: Selena Cano is very upset.
10. Lt. Ewan Trumble: all the Redcoats are upset.11. Isabela Laputa: all the men are very upset.12. Selena Cano: Ramón Santos is very upset.

d12 Victim Location Table (outside)

1. Sail Loft2. General Stoe3. The Public Market
4. Notary & Land Office5. Bank6. Harbourmaster’s office
7. Tavern for Sale8. Customs House9. The Bathouse
10. Town Jail11. The Salty Grotto12. The Laundy

The mutilated victim will be found in the morning, announced by the screaming of whoever finds the corpse. Any PCs that examine the body test Presence DR16 to notice sawdust amidst the blood.

32. Carpenter’s Workshop

A practical, open-fronted building located near the docks and labourer housing for convenient access to both raw timber and the workforce. Constructed primarily of timber with a sturdy roof, it contains workbenches, saws, planes, and racks for planks and spars.


Jesús López

Jesús López: HP 11 Morale 7 No Armour – Axe d8 Hammer d6 Tavern Boxer Fists 2d4. Carpenter; crafts structures and furniture. Outwardly friendly, but he’s actually kind of a sonofabitch. He can tell PCs about any location on the island.

  • Measure twice, cut once, and curse as often as needed, I always say!
  • The trees here’ll build you a gallows or a goat shed… Something more substantial? No, señor—those timbers come from Barbados or the Spanish Main.
  • Tools are honest, men are not, even here in parasite, er, paradise.

He imports most of his wood from the mainland, via Antonio de Rivera.

López spends his nights at The Salty Grotto, The Cock ‘n’ The Ass, and The Pentacle.


33. The Cooperage

A practical workshop situated on the dockside for easy access to shipping and storage needs. The building is rectangular with a wide, open frontage to facilitate moving barrels and casks in and out. Inside, workbenches, cutting tools, hoops, and molds are arranged for the production and repair of crates, barrels, kegs, and other wooden containers.


Mateo Zángano

Mateo Zángano HP 12 Morale 7 No Armour – Hammer d6 Tavern Boxer Fists 2d4. Cooper, makes all kinds of containers for storage. Perpetually horny bastard.

  • A barrel’s like a woman: hoops tight, or it leaks — simple as that.
  • Water tight, rum tight, powder tight, or secret tight? Choose the purpose.
  • Maybe see you at the Bathhouse later? I think it might be a full moon tonight…

Zángano uses wood sourced from the island for his work, and makes “special” barrels with hidden compartments: the size of a large sea chest, inspectors must test Presence DR16 to detect the hidden chamber inside (100s). He’s happy to make such wares for PCs.

Zángano spends his nights at the Public Market, The Salty Grotto, The Pentacle, and Church.


34. Ship Chandler / Sail Loft

A practical waterfront building located on the docks for easy access to vessels. Constructed of timber with a large, open interior and high ceilings, it stores essential maritime supplies such as ropes, sails, rigging, tar, pitch, and hardware.


Cordelia Rigby

Cordelia Rigby: HP 6 Morale 4 No Armour – Bare Hands d2 Reaction roll +1. Makes and repairs sails and outfits ships.

  • Canvas speaks in tears and stitches — I answer both.
  • Bring me work before sunset, and I’ll patch it proper.
  • Father Infante at the Church can seem stand-offish, but he really takes to the children of the island.

The widow Rigby can be found at work, shopping at the Public Market, or at Church, praising the Lord.


35. & 36. Slave Housing

The structures are small, uniform, and minimally built—rectangular hut-style sheds with limited ventilation and few internal partitions. Functional housing for enslaved workers employed in feather collection, dock work, quarrying, and other heavy tasks essential to the settlement.

  • 50 Slaves: HP 6 Morale 7 No Armour, Broken Bottles/Fists d2 led by Othello (Otelú): HP 12 Morale 6 Fists 2d4: Born near Oyo, in the Yoruba region, Otelú was captured in an inland raid by Oyo rivals from Nupe territory, and sold to coastal brokers at Porto-Novo, transported to an English slaver bound for Barbados, then redistributed to Pen Island. He is valued because he follows orders and does not resist control—interpreted wrongly by the overseers as submissiveness, not strategy.
  • 50 slaves: HP 8 Morale 10 No Armour, Cudgels d4 led by Goliath (Gele): HP 16 Morale 10 Fists 2d4: Born near Soyo, in the Kongo region, Gele was taken as war-captive after a Kongo internal conflict, put on forced march to the coast at Mpinda, and ultimately delivered to Pen Island because he was seen as “useful stock. All the other slaves look up to him; literally, because he’s so big.

Domingo Canalla

Domingo Canalla: HP 12 Morale 6 Leather Armour -d2 Musket 2d6 Knife d4 Bullwhip d4 (10′ reach) Tavern Boxer Fists 2d4. Slave overseer; manages 100 captive labourers.

  • Need labourers for a dangerous task? I pick which bozales walk, and which rot in the shade.
  • A lazy hand earns the whip; the rest pay in sweat.
  • Trouble spreads like rot; I cut it out quick.
  • You want to fight one of these slaves? Or, maybe you want to fight me? Ha! I’ll see you at The Pentacle, cabrón!
  • Think you can snatch one of those Kalinago hombres out in the bush, cabrón? I’d put down a hundred-and-fifty silver for a healthy one.

Canalla will rent out one of his slaves for the day for 10s.

Canalla spends his nights at The Cock ‘n The Ass, The Pentacle, and The Salty Grotto.


37. East Road Guard Post

A small, fortified outpost positioned at the eastern approach to the settlement along the main road. The interior contains minimal furnishings—benches, a small table for writing reports, and storage for weapons and patrol equipment.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Corporal Reuben Sandwich

Corporal Reuben Sandwich: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6. Enlisted soldier; controls access. Sandwich hands out vials, and demands a spit-test from everyone that enters town past his post. The test identifies anyone undead, sick, infected as POSITIVE. They are then escorted to the Quarantine House, separated from anyone whose test was negative.

  • State your name and business, and gimme some spit. Don’t make me ask twice.
  • Sickness spreads quicker than the Sandy Grotto girls: keep your distance, civilian.
  • You see any big feral dogs out there in the bush, you report them to me. There’s some kind of a beast loose on the island… somewhere.

Sandwich spends his free time at the Public Market, The Pen Isle Tavern, The Pentacle, and Church.


38. Quarantine House

A small, isolated structure positioned near the edge of town but set apart from the main cluster of buildings. It has enough distance from neighbouring structures to limit contact.

Two Redcoat Soldiers: HP 15 Morale 8 Chain Shirt -d4 Musket 2d6 Cutlass d6


Hermana Sangria

Hermana Sangria Soucouyant (vampire): HP 25 Morale 8 Unnaturally Tough -d4 Claws d8 Bite d6 + Blood Drain: On a successful bite, target tests Toughness DR14 or die in d2 days, and rise as a vampire. Former Catholic nun, manages Quarantine House residents.

  • Hush now, hijo mío… suffering is but a shadow passing over the soul.
  • I have tended the dying since before you were born. Your anguish is no burden to me.
  • No one suffers alone while I am at their side.

Secretly, she’s a vampire who quietly, carefully chooses her victims from among the residents of the Quarantine House. It’s the perfect crime!


Carousing Table

d20Last night you……with…You wake up…And now you…
1drank rum and played dice all night longSt. John “Sinjin” Porter [liquor warehouse]sprawled naked on main street with feathers between your buttcheeksare henceforth officially the Captain.
2had a spiritual epiphany smoking primo ganjaFiero de Lucha [“The Pentacle” owner]under a coconut stall in the Public Marketrefuse to speak to ANYONE for the rest of the day.
3flirted and sang sea shantiesIsabela Laputa [brothel madam]in a curtained bunk room of the Salty Grottohold the deed to the tavern on the north side of town.
4stole a literal birdsworth of exotic feathersCapt. Avery Ashdowne [feather merchant]amidst sacks of fine bird plumage in the French Feather Houseare sick with the French disease (aka Syphilis -d6 HP).
5attended an inspiring evening church servicePadre Pedro Infante [priest]with 50s in your coin purse and somebody’s blood on your handshave deep, deep regrets about your life.
6tried a spicy 𝓐𝓢𝓗-laced cocktailPenny Farthing [banker]coughing violently outside the Quarantine Househave learned a new sea shanty (d12, p.69).
7got into an epic fistfighta couple of decent whores [Salty Grotto]fully dressed, in a tub at the Bathhousehave a 50s Pen Isle Tavern debt to settle.
8shared an intimate late night dinnerEleanora Casares [realtor]in piss soaked clothes, again, outside the Laundressdesperately want to go see the meteor crater today.
9helped carry crates FULL of feathersJacques Montblanc’s crew [“La Mitsou”]bruised all over, outside The Pentaclehave a 20% discount at the Armoury today.
10had consensual intercourse with an agreed-upon level of mutual rough playthe friendly ghost of a long dead Spaniardstill drunk, at the edge of Laguna Fortunahave a mild concussion [-3 Presence today].
11went skinny-dipping… NAKEDCarmen Mercado [public market]with the sunrise, on a beach on the east side of the Island have a cool new scar across your face.
12traded lavishly embellished backstoriesJesus Himself Christ [nepo-baby]inside the empty tavern for sale at the edge of townsuperstitiously refuse to use firearms today.
13watched two slaves fight to the deathDomingo Canalla [slave overseer]flopped on a pew in the Church, covered in vomithave the admiration of the slave overseer [+2 Reaction tier].
14walked around the whole diddly dong islandBeverly Bayter [harbourmaster]in the Fuente del Fuerte water-house, very thirstyhave an I.O.U for a large barrel of the finest rum on Pen Island [Liquor Warehouse].
15stole a unique pistol from the Fort Armoury [GM’s choice]Constance Levy [customs inspector]after literally the best sleep of your lifeSuspect someone on the island might be a werewolf.
16heard bloodcurdling screams, while you were armwrestlingFrancisco Medina [doctor]at the Bathhouse, with a new face tattooSpeak the Carib language of the Kalinago people fluently.
17won a salt-water drinking contestCordelia Rigby [sailmaker]Outside the Cooperage, in nothing but a barrelhave a stellar reputation with all the townsfolk [+1 Reaction tier across the board].
18got lost in Los Huevos PeludosHermana Sangria [quarantine nurse]alone in the jungles of Los Huevos Peludoshave a 50% discount at The Salty Grotto brothel.
19became new best friendsReuben Sandwich [British soldier]in a fisherman’s dinghy in the harbourare on a WANTED poster at the Notary Office, for public indecency.
20argued about the afterlifeSofia Tintero [notary]in an open grave in the cemeteryhave typical male-pattern baldness… it happens.

NPC Minis

Creator’s Note on the Themes and Tone of Big Trouble in Little San Díanez

“Pirate Borg is a game about grog-swilling pirates, undead galleons, arcane treasures found in ancient temples, and high seas adventure. It’s not a game about slavery, sexual violence, genocide, or any of the other abhorrent real parts of our history. Please treat these topics with the respect they deserve, or leave them out of the game altogether and go hunt some skeletons.”

The Pirate Borg manual opens by distancing the game from the real violence of the colonial Caribbean, but in doing so it romanticizes the era while sidestepping the structures—slavery, forced labour, religious domination, and imperial extraction—that actually defined it. That tension leaves the setting visually evocative but sociologically hollow. The Big Trouble in Little San Díanez adventure takes the opposite approach: it uses the same pulp-pirate framework, but it does not pretend the period was clean or consequence-free. The adventure engages directly with the realities that shaped island life, power, and survival, and it treats these forces as central to the story rather than inconvenient background noise. Player discretion is advised.

Creator’s Note on the AI tools used to make “Big Trouble in Little San Díanez

This adventure includes AI assisted art. It is used here for the same reason artists have always adopted new tools—from the camera to the computer: to expand what can be made. The art is original to this project, produced under the creator’s direction, and exists without apology. If you enjoy it, great; if not, chacun à son goût. Ars longa, vita brevis.