Thursday, 2 July 2026

Bluebeard Scenario 2 – The Naval Press

Bluebeard scenario 2

Tavern Knives

    • The Naval Press enters a Nassau tavern and events erupt into a brawl.
    • Interrogate informants, rival crews interfere.  It's an RPG scenario based around a massive tavern brawl

Scenario 2 – Tavern Knives.  The Naval Press.

"Everybody knows Bluebeard... everyone tells a different story."

Location: The Broken Compass Tavern, Nassau

Table Size: 2' × 2'

Players

  • Crown Naval Press
    • Lt. Alfred Fairweather
    • Lt Edward Bressington Royal Marine. 
    • 2 Groups, one of Sailors, one of Royal Marines (only four men from each group actually enter the tavern initially; the rest wait outside)
  • Pirate Faction
    • Jacques "Red Smile" Moreau
    • 2 Groups of Jamaican Pirates (again, only four from each group begin inside)

The remaining men from both sides arrive as reinforcements once violence erupts.


Background

The pirates captured aboard the burning sloop spoke only one name.

Bluebeard.

Fairweather believes the story is nonsense, but one surviving sailor claimed a drunken dockworker knows where the mysterious pirate recruits his crews.  He leads a Press Gang to the tavern.

Unfortunately... So does Jacques Moreau.  Both parties arrive at the Broken Compass within minutes of one another.Nobody wants a fight.  At first...


The Tavern

The Broken Compass Tavern.

The inn is populated by colourful NPCs:

  • Nervous landlord
  • One-eyed bartender
  • Gambling sailors
  • Drunken merchant captain
  • Cook with a meat cleaver
  • Two serving girls carrying ale
  • A fiddler
  • Sleeping dockworker (the informant)
  • Retired buccaneer
  • Local preacher trying to calm everyone

These figures move randomly until the fighting starts.


Before The Press

I'll Play three turns as an RPG rather than a wargame.  Each officer may speak to one NPC each turn.

Roll D6.

Roll Result
1 Complete lie
2-3 Rumour
4-5 Useful clue
6 Major clue

Players may bribe, threaten or charm. Crane gains +1 when intimidating wounded NPCs. Fairweather gains +1 when questioning sailors.


Sample Rumours

Bluebeard has six ships.  Bluebeard is already dead.  Bluebeard works for the Governor.  Bluebeard only sails during storms.  Bluebeard's beard isn't black.  Bluebeard recruits only orphans.

Only a few are true.


Hidden Informant

One NPC actually knows something.  He is asleep.  Someone must wake him without frightening him.  If violence starts first...he tries to escape through the kitchens.


The Press 

The civilians are fair game. The Press will grab them 1 per figure.  Roll d6 to take into Naval custody.   


Jacques "The Red Smile" Moreau

Moreau enjoys tavern fights.

He actively tries to start one.

If reduced below half wounds he laughs:

"Ask Bluebeard who painted my smile!"

He escapes through a back window if possible.



Lt Edward "Eager" Bressington Royal Marines

"Eager" is sure to cause mayhem!  He is a one man disaster zone.  He has six Marines under his command.


Lt Alfred Fairweather R.N

Fairweather knows the building's exits.

Once per game he may move one friendly group through the crowd without penalty as he guides them through the confusion.



End Game

The scenario ends when one side withdraws or the tavern catches fire.


Victory Points

Crown

+3 Capture Moreau alive

+2 Recover the Informant

+1 Obtain a genuine clue

+1 per pressed man.

Pirates

+3 Moreau escapes

+2 Kill the Informant

+1 Humiliate Fairweather

+1 Destroy Crane's medical satchel


The Game


Fairweather and his sailors.  The marines will follow on turn 3.
They speak to patrons and discover only rumours:

Bluebeard works for the Governor..

Bluebeard's beard isn't black.

Bluebeard recruits only orphans

The informant remains undiscovered.   


The Red Smile, (played by Basil Rathbone in this movie) finally noticed the sailors.


Confusion.  The Pirates miss an Activation.

Th Press goes to work, they learn rumours and take three "recruits!"

But Jacques Moreau gathers his men and gets ready.

"Eager" Bressington arrives.  

And poses at the door for a passing silhouette artist.

Fight.  The pirates charge.
No casualties.

The Red Smile and Fairweather go at it.

A second Pirate group charge in, but poor dice. I wasted a fortune on this and got a worse result

I'm using the character cards in this deck as additional events.  Here twist of fate - redraw.


But the informant wakes up
He makes a run for the door and gets grabbed by the Press.
Surgeon Crane extracts the relevant information as the fight with the pirates continues.  





The Navy begin to win the brawl

The Spanish Cptan reels back, 

And the pirates fail their strike test, routed.


Fairweather continues the Press

And Moreau is captured, knocked senseless by Bressington.


A win for the Navy

Campaign Rewards

If the Crown secures the informant, he reveals the first solid lead:

"Bluebeard doesn't anchor at Nassau... he meets his captains at a forgotten cay the old Spanish charts call Gros Garçon."

Fairweather immediately recognises the name. It's one of the "non-existent" islands marked only on his private charts. That revelation gives you a perfect hook into Scenario 3: an expedition to find Gros Garçon before Moreau or Bluebeard can vanish into the reefs. It also deepens the mystery—perhaps Bluebeard isn't just another pirate captain, but the head of a hidden network operating beyond the maps everyone else trusts.


Jacques “Red Smile” Moreau

The Butcher of Slaughter Beach

Officer Type: Pirate Captain (Aggressive)
Preferred Troops: Pirate Crew, Militia
Command Style: Shock assaults and terror tactics

Tabletop Notes

  • Always leads from the front
  • Prioritizes melee over shooting

Campaign Trait – Bloody Example
The first time an enemy unit is destroyed in melee each game, all friendly pirate units may reroll their next Morale test.

Hook Moreau leaves survivors on purpose — marked, broken, and telling stories. He claims Bluebeard personally carved his teeth red with blood.

2 groups of Jamaican Pirates

Vs


Fairweather and Crane

And 2 groups of sailors

Lieutenant Alfred Fairweather

Privateer and Cartographer

Role: Privateer Officer
Officer Type: Naval Lieutenant (Cunning)

Personality Sharp, sarcastic, utterly fearless at sea.

Strengths

  • Superior navigation
  • Ambushes and coastal raids

Flaw Loyal only to contracts, not causes, and his Friend Tobias Crane.

Campaign Hook His charts include reefs and inlets that do not officially exist — including routes to Gros Garçon.

Lieutenant Edward "Eager" Bressington

"The Ram of the Royal Marines"

Role: Royal Marine Officer
Officer Type: Marine Lieutenant (Untested)

Personality
Booming, fearless, and gloriously impetuous. Bressington possesses boundless courage, unwavering loyalty to the Crown, and an unfortunate tendency to charge before receiving orders. His magnificent, thoroughly non-regulation sideburns are said to arrive several seconds before the rest of him.

Strengths

  • Inspires Marines through sheer bravery.
  • Excels in boarding actions and close combat.
  • Leads every assault from the front.
  • Unshakable under enemy fire.

Flaw
His enthusiasm frequently outruns his judgement. Bressington has been formally reprimanded on more than one occasion for attacking before Captain Hawke had finished issuing his orders.

Campaign Trait – Eager for Glory
Once per game, Bressington may immediately lead a Charge or Boarding Action without spending a Command Point. However, if the attack fails to drive back the enemy, his unit gains one Fatigue as their momentum falters.

Tabletop Notes

  • Best attached to Royal Marines or Veteran Sailors.
  • Particularly effective during boarding actions.
  • Benefits from officers who provide command support, especially Captain Hawke.

Surgeon Tobias Crane

Naval Surgeon & Interrogator

Role: Specialist 
Officer Type: "An uncanny pistol shot," he once killed a minor Aristocrat in a duel.  Friend to Lt Fairweather.  Speaks a dozen languages.

Personality Calm, unsettling, meticulous.

Strengths

  • Keeps officers alive
  • Extracts information “humanely” (he insists)

Flaw Rumours follow him — men fear his operating table.

Campaign Hook Crane has treated at least one of Bluebeard’s lieutenants in the past.

Blood and Plunder, my fleet review

 I had a fleet review mainly because my current Blood and Plunder campaign going out to sea.  

Currently painting my Bermuda Sloop, and remaining sailors.  This gives me some ideas on how I can develop the games.



The Bark

A resin model, two masted, with four guns and two swivels per side.  Shallow drafted but rather small.

Top Speed 4"
Windward -1"
Turn. 4 "
Draft 5
Size 2
4 guns
4 swivels per side.

The scratch built Sloop

Not really finished.  I use her as a merchant Sloop with deck cargo, but I have the Guns to make her a viable Sloop.

A reasonable size.

Top Speed 4"
Windward -0"
Turn. 4 "
Draft 5
Size 2
6 guns
3 swivels per side.


The Longboat


Top Speed: 4”
Windward: -1”
Turn: 3”
Draft: -
Size: 1
Hull Fortitude/Integrity: 2/3
Guns/ Swivels: 0/1
Sail Settings: 3”/0”/A
TRAITS
Sweeps: 4: May move up to 4” under oars while sails are 
set at speed 0” and the Sweeps are crewed.
Low Profile: Apply a +4 penalty to a Shoot Test 

The Rowboat

Top Speed: 4”
Windward: -
Turn: 4”
Draft: -
Size: 1
Hull Fortitude/ Integrity: 2/3
Guns/ Swivels: 0/0
Sail Settings: 0”/A





The Brigantine

Top Speed: 4”
Windward: -1”
Turn: 3”
Draft: 6
Size: 3
Rigging Fortitude/ Integrity: 3/5
Hull Fortitude/ Integrity: 4/6
Guns/ Swivels:
DECK 1 DECK 2 DECK 3
GUNS 0 4 4
SWIVELS 4 0 2
Sail Settings: 4”/3"/2”/0”/A
TRAITS
Staysails: When moving under sail to Windward, this ship 
is never reduced to less than its slowest Sail Setting value 
(unless it is In the Wind’s Eye). Use of Staysails is optional.
Sweeps: 2: May move up to 2” under oars while sails are 
set at speed 0” and the Sweeps are crewe


The Bermuda Sloop 

Top Speed: 5”
Windward: -0”
Turn: 4”
Draft: 5
Size: 2
Rigging Fortitude/ Integrity: 3/4
Hull Fortitude/ Integrity: 4/4
Guns/ Swivels:
DECK 1 DECK 2
GUNS 6 0
SWIVELS 2 4
Sail Settings: 4”/3”/0”/A
TRAITS
Sweeps: 2: May move up to 2” under oars while sails are 
set at speed 0” and the Sweeps are crewed.
Simple Rig: This ship's Sail Setting may be changed using 
a Standard action instead of a Dedicated action. Addition-
ally, apply a +1 penalty when taking a Shoot Test to hit this 
ship’s Rigging. This penalty is not applied to the additional 
dice, only the initial hit.
Fore-and-Aft Rig: When this ship attempts a Tacking 
Advanced Maneuver, it may roll two d10 for the Test, 
and use the best result. This ship cannot perform the Box 
Hauling Advanced Maneuver.


The Galleon

Top Speed: 4”
Windward: -2”
Turn: 2”
Draft: 12
Size: 4
Rigging Fortitude/ Integrity: 4/6
Hull Fortitude/ Integrity: 5/7
Guns/ Swivels:
DECK 1 DECK 2 DECK 3 DECK 4
GUNS 6 
(+2 Chasers) 8 8 2 
(+2 Chasers)
SWIVELS 4 0 2 2
Sail Settings: 4”/3"/2”/1"/0”/A


And to be painted...

The Fluyt

Top Speed: 4”
Windward: -2”
Turn: 3”
Draft: 6
Size: 3
Rigging Fortitude/ Integrity: 3/6
Hull Fortitude/ Integrity: 4/6
Guns/ Swivels:
DECK 1 DECK 2 DECK 3
GUNS 4 4 4 
(+2 Chasers)
SWIVELS 4 0 2
Sail Settings: 4”/3"/2”/1"/0”/A
TRAITS
Chasers (Stern): These Chasers are Cannons that face out 
backward from the Stern of the ship.


The Sloop

Top Speed: 4”
Windward: -0”
Turn: 4”
Draft: 5
Size: 2
Rigging Fortitude/ Integrity: 3/4
Hull Fortitude/ Integrity: 4/5
Guns/ Swivels:
DECK 1 DECK 2
GUNS 6 0
SWIVELS 2 4
Sail Settings: 4”/2”/0”/A

The Piragua pair (2 of these)  i just have to build them!

Top Speed: 5”
Windward: -2”
Turn: 5”
Draft: -
Size: 1
Hull Fortitude/ Integrity: 3/4
Guns/ Swivels: 0/4
Sail Settings: 5”/3”/0”/A

One of the key vessels in my campaign will be HMS Resolute, a heavy Frigate, and I made an extension hull that goes between the prow and stern section of my Brig to create a frigate!

HMS Resolute

Fourth Rate Heavy Frigate (40 Guns)

"Old enough to remember the last war—and stubborn enough to fight the next one."

Built over thirty years ago, HMS Resolute has served in almost every corner of the Atlantic. She has escorted treasure fleets, hunted French privateers, weathered hurricanes, and survived more refits than any dockyard clerk can conveniently remember.

Her once-elegant hull now bears patches of timber from three different royal dockyards. Her lower masts are newer than her upper works, and every scar tells a story.

The sailors affectionately call her "Old Ironwood."

She is slower than newer frigates but immensely seaworthy. Her broadside remains formidable, and her crew are among the most experienced in the Caribbean.

Captain Hawke refuses every offer of a replacement command.

"The Resolute and I have grown old together. She leaks only when she disapproves of my decisions."



Monday, 29 June 2026

Bluebeard Scenario 1: The Burning Sloop

Bluebeard Scenario 1: The Burning Sloop

"Bluebeard done this!"


Location:
Off Nassau, 1718

A merchant sloop drifts slowly through the morning mist. Her sails are scorched, her rigging hangs in tatters, and smoke still curls from the afterdeck. No colours fly.

The harbour guns have not fired.

Something is wrong.



Background

A Crown patrol spots the vessel before she reaches the harbour entrance.

The governor dispatches a young Royal Navy Lieutenant with two longboats to investigate before the derelict becomes a hazard.

Unknown to them...

The ship isn't abandoned.

A pirate crew lies hidden below decks.

They have butchered everyone aboard and intend to kill the investigators before escaping in boats. 

Their captain has only one instruction.

If captured...

"...tell them Bluebeard done this."

Whether that's true—or a lie—is another matter.


British Force

One Officer, Lt Alfred Fairweather RN

Two Groups of Sailors (6–8 figures each)

Arrive in two longboats.



Pirate Force

One Pirate Leader

Two Groups of Pirates hidden aboard ship.

Optional sharpshooter in the rigging.


Table

A 3'×3' table.

Centre:

The drifting sloop.

Around it:

Open sea.

One edge represents the reef off Nassau Harbour.


Deployment

The British begin in longboats, 18" from the ship.

The pirates are secretly placed:

  • Below deck (use a token)
  • Behind cargo
  • Inside cabin. (Use a token)

The British have no idea where they are.


Boarding

British figures must climb aboard.

The first figure reaching the main deck discovers...

Dead sailors.

Blood everywhere.

Then—

The pirates spring the ambush.


Special Rule: Burning Ship

At the end of every turn roll a D6.

Roll Effect
1–3 Nothing
4–5 Fire spreads to another section
6 Explosion! Nearby figures take hits.

After enough fire markers accumulate, the ship becomes untenable.

Everyone must escape.


Pirate Objective

Delay the Crown long enough to escape.

At least half the pirates must reach hidden boats on the far side of the ship.


British Objective

Capture at least one pirate alive.

Recover the ship's logbook.

Prevent escape.


The Clue

When the pirate leader is wounded or captured he shouts:

"We never touched them! Bluebeard done it! Ask anyone! Bluebeard is Alive!"

If killed before speaking, another pirate blurts it out in panic.


Hidden Evidence

Players searching the ship may discover one item each turn instead of fighting.

Possible discoveries:

  • Cargo untouched.
  • Crew murdered with cutlasses—not cannon.
  • A strange black feather.
  • A page torn from the log.
  • The captain nailed to his cabin door.
  • A broken boarding axe bearing an unfamiliar mark.

These clues suggest something more organised than ordinary piracy.


Campaign Rewards

If the British succeed they gain:

  • +1 Reputation
  • One surviving witness
  • The logbook
  • The first clue leading to the mysterious "Bluebeard."

If the pirates escape:

The Crown is left with only rumours...

and the name Bluebeard begins to spread fear throughout the Bahamas.


The Game

The Navy boats thread the reef.

A Captain's gig with Fairweather and a barge with a Masters Mate.

Turn 2.  Alongside.

The Masters Mate leads the assault from the barge.

The pirates appear.  Its a savage fight.

The pirate group in the waist suffer dreadful casualties.
A survivor surrender to Surgeon Crane.
"Bluebeard done this!"

The fight between Fairweather and the "Red Smile" pirate Captain is hard fought.

The pirate draw an event.


Bad news for the Red Smile.  His last remaining unit is shaken.
Fairweather breaks them.

And the "Red Smile" flees.  In retrospect I don't think he managed to surf a crocodile but I couldn't find the boat model.

Finally found that elusive boat.  Captain Jaques "the Red Smile" Moreau vows vengeance.  He shouts at Fairweather, ""Bluebeard done this!""


HMS Swift – Ship's Log

Lieutenant Alfred Fairweather, Royal Navy

Off Nassau Harbour, June 1718

At eight bells in the forenoon I returned aboard His Majesty's Ship Swift after boarding the merchant sloop discovered adrift beyond the harbour reef.

The vessel had suffered considerable fire damage, though strangely little sign of cannon shot. Her cargo remained untouched despite the slaughter aboard, suggesting robbery was never the object.

Every member of the merchant crew was found murdered, the wounds having been inflicted by cutlasses at close quarters rather than by musket or great gun. The ship's master had been nailed to the door of his own cabin in a manner intended to inspire terror rather than serve any practical purpose.

A single pirate was taken alive before succumbing to his wounds. Both he and another outlaw repeatedly declared, "Bluebeard done this," though whether this was truth, fear, or a deliberate deception I cannot yet determine.

During our search we recovered the broken head of a boarding axe bearing an unfamiliar device, unlike any naval or pirate mark known to the officers aboard Swift. It has been retained for the Admiralty's inspection.

Of particular concern is the absence of the vessel's logbook. Despite a thorough search of the captain's cabin and the remainder of the ship, no trace of it could be found. I cannot escape the conclusion that it was removed deliberately.

Whatever transpired aboard that unfortunate sloop was no common act of piracy. The untouched cargo, the calculated murders, and the disappearance of the log all point to a purpose beyond simple plunder.

I respectfully submit this report to Captain —— and recommend that every report concerning the name Bluebeard be collected and examined without delay.

Signed,

Lt. Alfred Fairweather, RN

His Majesty's Ship Swift


Campaign Notes

Fairweather gains:

  • +1 Reputation
  • A fine sword dropped by the Pirate Captain
Tobias Crain gains;
  • +1 Reputation

Surgeon Tobias Crane,
the Admiralty's man,
friend to young Alfred




Friday, 26 June 2026

The Hunt for Bluebeard (1715)


Structure

Act I – Rumours and Blood in the Water
Act II – Pirate Havens and False Trails
Act III – Isle de Gros Garçon
Act IV – The Bluebeard Revelation
Act V – Judgment or Infamy

Each Act contains 2–4 scenarios mixing naval encounters, land skirmishes, and social conflict.

FACTIONS

Faction Options

4 Factions

  • Crown Hunters (Royal Navy, colonial militia, or privateers)
  • Rival Pirates (seeking Bluebeard’s hoard or head)
  • Mercenary Free Company (ex-soldiers, smugglers, cutthroats)
  • Colonial Agents (governor’s men, merchants, spies)

Each faction has:

  • Reputation track (Feared / Trusted / Hunted)
  • Legal status (Outlawed / Tolerated / Commissioned)
  • Special campaign abilities

ACT I – RUMOURS AND BLOOD IN THE WATER

Purpose: Introduce Bluebeard as a legend, not a target.

Key Locations

  • Nassau (fracturing pirate republic)
  • Port Royal (law returning)
  • Tortuga (decaying pirate haven)

Scenario Ideas

1.      The Burning Sloop

    • The Crown faction investigates a ship found adrift off Nassau.  It's a trap.  The crew were murdered and Pirates wait for boarders. 
    • First clues, a shouted warning from the Pirates leader “Bluebeard done it!” 

2.      Tavern Knives

    • Social scenario that can erupt into a brawl.
    • Interrogate informants, rival crews interfere.  It's an RPG scenario based around a massive tavern brawl.

3.      Naval Skirmish: The False Flag

    • Ambush at sea by pirates pretending to be Bluebeard’s men.
    • Loot or documents hint at the Isle de Gros Garçon as Bluebeard's base. 

RPG Hooks

  • Witnesses contradict each other
  • Bluebeard may be a title, not a person
  • Someone wants the legend alive

ACT II – PIRATE HAVENS AND FALSE TRAILS

Purpose: Complicate the hunt; reveal factions protecting or exploiting the myth.

Key Locations

  • Smuggler coves
  • Maroon settlements
  • Hidden shipyards

Scenario Ideas

4.      The Hanging of Captain Lowe

    • Public execution and a rescue attempt.
    • Lowe claims he was Bluebeard—or knew him.

5.      The Shipwright’s Secret

    • Raid on a hidden dockyard.
    • Unique ships built for shallow jungle waters.

6.      Jungle Ambush

    • Land skirmish against pirates loyal to “the Beard.”
    • Discovery of Bluebeard’s sigil carved into trees.

Campaign Mechanics

  • Heat increases with every public action
  • Pirate bases become hostile or evacuate
  • Bluebeard’s agents sabotage the Crown

ACT III – ISLE DE GROS GARÇON (FAT BOY ISLAND)

Purpose: Central sandbox location; half dungeon, half fortress.

The Island Itself

A low, swampy island with:

  • Mangrove labyrinths
  • Mosquito-infested lagoons
  • Coral reefs wrecking ships
  • Jungle-covered hills

Key Locations on the Island

1.      The Fat King’s Anchorage

    • Natural harbour guarded by chained hulks and cannon

2.      The Slaughter Beach

    • Mass graves and execution posts

3.      The Storehouse

    • Loot, enslaved captives, gunpowder, rum

4.      The Longhouse

    • Pirate council hall and gambling den

5.      The Chapel of the Beard

    • Superstitious shrine to Bluebeard
    • Masks, trophies, and symbols

Scenarios

7.      Landing Under Fire

    • Amphibious assault or stealth insertion

8.      The Mangrove Maze

    • Skirmish with visibility rules and ambush mechanics

9.      Night of Knives

    • Multiple pirate factions turn on each other

ACT IV – THE BLUEBEARD REVELATION

Purpose: Twist the narrative.

Possible Truths (Choose One or Randomize)

1.      Bluebeard Is Dead

    • The legend is maintained by lieutenants

2.      Bluebeard Is Many

    • A rotating mask worn by captains

3.      Bluebeard Is a Woman

    • A strategist who never fights openly

4.      Bluebeard Is the Island

    • A cult-like pirate brotherhood

5.      Bluebeard Is One of the Crown Ifficer

    • Through blackmail, inheritance, or mistaken identity

Scenario

  1. The Mask Falls
  • Assassination attempt, coup, or interrogation
  • Social conflict + skirmish

ACT V – JUDGMENT OR INFAMY

Purpose: Resolve the campaign based on game choices.

Endgame Scenarios

  1. The Burning of Gros Garçon
  • Total destruction
  • Escape under fire
  1. The Black Pardon
  • Bluebeard bargains with the Crown
  1. The Legend Continues
  • Someone else dons the beard

End States

  • A Crown character becomes a feared pirate lord
  • Heroes of empire
  • Outlaws hunted across the Caribbean
  • Governors quietly erase the truth

RPG–WARGAME INTEGRATION IDEAS

  • Named NPCs gain traits after surviving battles
  • Wounds persist between scenarios
  • Reputation replaces XP
  • Fear mechanics: Bluebeard’s legend affects morale
  • Masks & Symbols as artifacts granting bonuses

RUMOUR TABLE

Roll to gather information in ports, taverns, or among pirates.

Roll 1d12

d12

Rumour

1

“Bluebeard ain’t one man.” The Beard is a title passed between captains. If true, the next pirate unit encountered may reroll one failed Morale test.

2

“Fat Boy Island eats ships.” Reefs and tides around Isle de Gros Garçon are murder. The next naval scenario uses Dangerous Waters or Restricted Movement for all vessels.

3

“The Beard pays in blood, not coin.” Crews serving Bluebeard fight harder. Pirate Militia gain +1 Resolve in their next land battle.

4

“The Governor knows more than he says.” A colonial official is protecting Bluebeard’s trade. Officers may reroll one failed Fortitude check in a social or interrogation scenario.

5

“Bluebeard marks his own.” Survivors of his attacks bear ritual scars. The next captured pirate reveals the location of a hidden supply cache.

6

“The Fat King hoards cannon.” Isle de Gros Garçon has more artillery than expected. Add 1 extra light gun to any island defense scenario.

7

“Bluebeard’s ship draws no breath.” His flagship is said to sail without lanterns or calls. First naval engagement against Bluebeard forces enemy crew to test Morale at −1.

8

“There’s a traitor in Nassau.” A pirate captain is feeding information to the Crown. The next pirate force suffers −1 Command for its commander.

9

“The Beard spares women and children.” His reputation may be exaggerated. Crown Officer may gain +1 Reputation in the next port if they avoid civilian casualties.

10

“The Beard is already dead.” The legend persists because it must. The next time Bluebeard is “encountered,” delay the reveal and substitute a lieutenant force.

11

“Fat Boy Island isn’t the only haven.” Gros Garçon is part of a network. Roll again; the second rumour is also true.

12

“You’ve been asking too loudly.” Someone wants you silenced. Trigger an immediate ambush or assassination attempt scenario.

BETRAYAL TABLE

Roll when:

  • A commander is killed or routed
  • A unit fails a Morale test by 3+
  • A named NPC survives three scenarios
  •  Lingering too long in one port

Roll 1d10

d10

Betrayal

1

Sold for Rum. A unit deserts before the next battle. Remove one Militia or Crew unit from the roster.

2

False Charts. Navigation information is sabotaged. The next naval scenario begins with reduced wind advantage or misdeployment.

3

A Shot in the Dark. During the next battle, the opposing force may immediately reroll one failed Shooting attack.

4

The Masked Informant. An NPC secretly works for Bluebeard. He leaks your force size and composition to the enemy. Enemy gains +1 Command for their leader.

5

The Price of Mercy. A previously spared enemy returns as a foe. Add a veteran unit to the opposing force next scenario.

6

Cut of the Take. Loot goes missing. Lose one campaign resource (powder, rum, or repairs).

7

The Beard’s Mark. Someone spreads fear using Bluebeard’s symbol. All units test Morale at −1 in the first turn of the next land battle.

8

Double Commissioned. A hired officer switches sides mid-battle. One unit immediately becomes Unreliable for the rest of the scenario.

9

Mutiny Brewing. Internal conflict erupts. Before the next scenario, test Morale for each non-Veteran unit; failures start Shaken.

10

The Legend Endures. Even betrayed, Bluebeard benefits. Ignore this result — instead, roll twice on the Rumour Table and both are true.

USING THESE WITH BLOOD & PLUNDER

  • Morale & Command: These tables deliberately target Blood & Plunder’s command friction
  • No New Stats Required: Everything modifies existing tests
  • Crown Agency: Officers can reduce Betrayal rolls by:
    • Paying extra upkeep in rum or coin
    • Promoting veteran units
    • Executing or pardoning NPCs (both have consequences)

 

THE LIEUTENANTS OF THE BEARD

Each lieutenant includes:

  • Suggested Officer Type (Blood & Plunder)
  • Command Style
  • Special Campaign Trait (optional, easy to ignore)
  • Narrative Hook

1. Jacques “Red Smile” Moreau

The Butcher of Slaughter Beach

Officer Type: Pirate Captain (Aggressive)
Preferred Troops: Pirate Crew, Militia
Command Style: Shock assaults and terror tactics

Tabletop Notes

  • Always leads from the front
  • Prioritizes melee over shooting

Campaign Trait – Bloody Example
The first time an enemy unit is destroyed in melee each game, all friendly pirate units may reroll their next Morale test.

Hook Moreau leaves survivors on purpose — marked, broken, and telling stories. He claims Bluebeard personally carved his teeth red with blood.

2. Captain Esteban Calderón

The Black Privateer

Officer Type: Freebooter or Spanish Privateer Captain
Preferred Troops: Veteran Sailors, Marines
Command Style: Disciplined fire and counter-attacks

Tabletop Notes

  • Uses cover and overlapping fields of fire
  • Often appears “unexpectedly legal”

Campaign Trait – Letters of Marque
Once per campaign, Calderón may ignore the penalties of being Outlawed in a port.

Hook Calderón claims he still answers to a Crown — just not the one you think. His papers are flawless… and always current.

3. “Mad” Nell Rackham

The Widow of the Wind

Officer Type: Pirate Captain (Cunning)
Preferred Troops: Militia, Sailors
Command Style: Feints, ambushes, and sudden retreats

Tabletop Notes

  • Excels in difficult terrain and night fights
  • Rarely commits fully

Campaign Trait – Vanish into Smoke
Once per scenario, one friendly unit may immediately withdraw without taking Reaction Fire.

Hook Some swear Nell is Bluebeard when the beard is seen braided with ribbons. Others say she knows where all the bodies are buried — literally.

4. Pieter “Chain-Eye” van der Voort

The Quartermaster King

Officer Type: Pirate Officer or Quartermaster
Preferred Troops: Mixed crews, armed civilians
Command Style: Control, attrition, and logistics

Tabletop Notes

  • Rarely fights unless necessary
  • Keeps forces steady under fire

Campaign Trait – Iron Discipline
Friendly units within Command Range may reroll one failed Fortitude test per game.

Hook Chain-Eye controls supplies on Isle de Gros Garçon. Cross him, and your powder turns to sand.

5. Father Lucien de la Croix

The Gallows Priest

Officer Type: Unusual Character (use Militia Officer profile)
Preferred Troops: Militia, fanatics
Command Style: Morale manipulation and fear

Tabletop Notes

  • Poor fighter, powerful influence
  • Often positioned near objectives

Campaign Trait – Absolution or Damnation
At the start of the game, choose one friendly unit: it counts as Fearless until it takes casualties.

Hook Lucien blesses hangings and executions alike. He insists Bluebeard is an idea, and ideas do not die.

6. “Old Iron” Thomas Graves

Master of the Guns

Officer Type: Artillery Officer
Preferred Troops: Gun Crews, Sailors
Command Style: Area denial and defensive fire

Tabletop Notes

  • Anchors defenses
  • Makes island assaults costly

Campaign Trait – Prepared Positions
One artillery piece or gun crew may begin the game Dug In or behind improved cover.

Hook Graves lost both legs to recoil and now commands from a chair bolted to the deck. He swears Bluebeard saved his life — at a terrible price.

7. Iskra Vane

The Knife in the Ledger

Officer Type: Cunning Officer or Named Specialist
Preferred Troops: Small detachments, scouts
Command Style: Sabotage, assassination, betrayal

Tabletop Notes

  • Rarely appears openly
  • Triggers campaign events rather than fights

Campaign Trait – Shadow Accounts
Force one opponent to reroll a successful campaign action (resupply, repair, recruitment).

Hook Iskra keeps Bluebeard’s books. She knows who’s paid, who’s owed, and who must die to balance the accounts.

USING LIEUTENANTS IN CAMPAIGN Game

  • Killing a lieutenant increases Heat but does not end the campaign
  • Capturing one may unlock:
    • Maps to Gros Garçon
    • Blackmail leverage
    • False endings
  • Promoting a lieutenant to “Bluebeard” is a valid late-campaign twist

CROWN HUNTERS

(Royal Navy, Colonial Militia, Privateers)

These characters are officially (or semi-officially) tasked with ending the Bluebeard threat — but all have compromises.

Captain Kenneth Hawke, RN

“The King’s Hound”

Role: Royal Navy Captain
Officer Type: Naval Officer (Aggressive or Disciplined)

Personality Cold, professional, contemptuous of pirates and colonial governors.

Strengths

  • Strong command presence
  • Disciplined fire and boarding actions

Flaw Underestimates irregular forces and local politics.

Campaign Hook Hawke believes Bluebeard murdered his brother years ago — whether true or not.

Major Elias Crowe

Colonial Militia Commander

Role: Militia Officer
Officer Type: Militia Officer (Cautious)

Personality Paranoid, pragmatic, deeply corruptible.

Strengths

  • Knows local terrain
  • Good at defensive battles

Flaw Will abandon allies to protect his own holdings.

Campaign Hook Crowe has secretly traded with pirates before — Bluebeard may have proof.

Lieutenant Alfred Fairweather

Privateer and Cartographer

Role: Privateer Officer
Officer Type: Naval Lieutenant (Cunning)

Personality Sharp, sarcastic, utterly fearless at sea.

Strengths

  • Superior navigation
  • Ambushes and coastal raids

Flaw Loyal only to contracts, not causes.

Campaign Hook His charts include reefs and inlets that do not officially exist — including routes to Gros Garçon.

Surgeon Tobias Crane

Naval Surgeon & Interrogator

Role: Specialist / Support NPC
Officer Type: Non-combatant specialist

Personality Calm, unsettling, meticulous.

Strengths

  • Keeps officers alive
  • Extracts information “humanely” (he insists)

Flaw Rumours follow him — men fear his operating table.

Campaign Hook Crane has treated at least one of Bluebeard’s lieutenants in the past.

RIVAL PIRATES

(Not loyal to Bluebeard — seeking profit, revenge, or the legend)

These characters muddy the waters, often fighting the Crown and Bluebeard.

Captain “Silk Jack” Moreno

The Gentleman Pirate

Role: Pirate Captain
Officer Type: Pirate Captain (Cunning)

Personality Charming, theatrical, vicious when crossed.

Strengths

  • High morale crews
  • Deception and feints

Flaw Overconfident; loves an audience.

Campaign Hook Moreno wants to kill Bluebeard publicly and claim the legend for himself.

Maggie O’Rourke

The Powder Queen

Role: Pirate Quartermaster
Officer Type: Quartermaster

Personality Blunt, ruthless, terrifyingly competent.

Strengths

  • Superior logistics
  • Keeps crews supplied and loyal

Flaw Will sell anyone out to save her stockpiles.

Campaign Hook She once supplied Isle de Gros Garçon — and knows how to starve it.

Yusuf al-Basri

The Navigator

Role: Specialist / Officer
Officer Type: Sailor Officer

Personality Soft-spoken, observant, devout.

Strengths

  • Exceptional navigation
  • Night actions and difficult waters

Flaw Avoids unnecessary violence, to a fault.

Campaign Hook Yusuf claims Bluebeard’s flagship sails by false stars.

“Little” Bastien Lefèvre

The Survivor

Role: Veteran Pirate
Officer Type: Veteran Crew Leader

Personality Nervous, bitter, unpredictable.

Strengths

  • Knows Bluebeard’s tactics
  • Good in ambushes

Flaw Morale collapses if isolated.

Campaign Hook Bastien survived a massacre on Slaughter Beach — and was spared on purpose.

AGENTS (GOVERNOR’S MEN, MERCHANTS, FIXERS)

These characters pull strings, hire forces, and betray everyone.

Governor Alastair Beckett

Colonial Governor

Role: Political Power
Officer Type: Narrative NPC

Personality Polished, cautious, ruthless behind closed doors.

Strengths

  • Controls ports and pardons
  • Can make problems disappear

Flaw Terrified of instability more than crime.

Campaign Hook Beckett may be deliberately letting Bluebeard survive to justify his own authority.

Samuel Pritchard

Merchant Prince

Role: Financier
Officer Type: Narrative NPC

Personality Greedy, charming, cowardly.

Strengths

  • Funds expeditions
  • Controls supply chains

Flaw Panics under pressure.

Campaign Hook Several of Bluebeard’s cannon were purchased legally through Pritchard’s accounts.

Mistress Eliza Vale

Information Broker

Role: Spy Master
Officer Type: Narrative / Specialist

Personality Elegant, observant, merciless.

Strengths

  • Rumours, bribes, blackmail
  • Can trigger Rumour Table rerolls

Flaw Plays every side — including the Crown Officers.

Campaign Hook Vale knows the truth of the Bluebeard mask — and is deciding who deserves it.

Captain Roland Fitch

Harbour Master

Role: Port Authority
Officer Type: Militia Officer

Personality Petty, vindictive, insecure.

Strengths

  • Controls inspections
  • Delays or accelerates departures

Flaw Easily bribed, easily frightened.

Campaign Hook Fitch’s records show ships entering port that never officially left.

CAMPAIGN USE NOTES

  • these cgaracters are on cards, with forces, drawn for a game
  • Treat these characters as persistent NPCs
  • Killing one often creates more problems than solutions
  • Any of them could:
    • Become Bluebeard
    • Betray their faction