The Mangrove Maze
The English have learned that one of Bluebeard's trusted agents has hidden a chest deep within a maze of mangrove creeks. The chest isn't necessarily gold—it is more valuable than that.
Inside are:
- coded letters naming corrupt merchants in Jamaica,
- charts of hidden anchorages,
- and a chest of Spanish silver used to pay informers.
The Governor cannot allow Bluebeard's spy network to survive.
Bluebeard is away at sea, so only a small English expedition is sent. A newly promoted Second Lieutenant commands a single armed shallop with orders to push into the creeks, seize the cache, and return before nightfall.
Unfortunately for him, the Caribs have already been warned.
The local Carib chief has no love for English soldiers trespassing through his hunting grounds. Whether paid by Bluebeard or simply defending their homeland doesn't matter—the English are not leaving unopposed.
As the tide rises, silent canoas slip between the mangroves...
English Landing Party (100 points)
Commander
- Second Lieutenant (Regular Officer)
Landing Party
- 6 Veteran Sailors with Muskets
- 4 Sailors with Muskets
- 2 Sailors with Boarding Axes/Cutlasses
This gives roughly a dozen men—a realistic boat crew for an armed shallop, leaving a few sailors aboard to guard the boat while the search party goes ashore.
Special Rules
- The shallop cannot sail through the narrowest mangrove channels.
- The Caribs deploy hidden.
- English visibility is limited by dense mangroves.
- The English must locate and recover the hidden chest before escaping.
- The Caribs win by preventing the English from leaving with it—or by forcing them back to the shallop
2nd Lieutenant Leslie "Twitchy" Balls
"Ding Dong!"
Role: Royal Navy Officer
Officer Type: Naval Lieutenant (Untested)
Personality
Neat, soft-spoken and perpetually twitchy, Balls gives the impression of a man who would rather be anywhere else. He startles at cannon fire, apologises before giving orders and is forever straightening his neckcloth. Yet the moment cutlasses leave their scabbards, he becomes a fearless and remarkably gifted swordsman. His cry of "Ding Dong!" usually signals that someone is about to lose a duel.
Strengths
- Superb swordsman and boarding leader.
- Commands his sailors with quiet confidence.
- Exceptionally brave in close combat.
- Completely loyal to Lieutenant Fairweather and Captain Hawke.
Flaw
His nervous manner causes both enemies and allies to underestimate him. He has little patience for prolonged musket duels and is often eager to close with the enemy before the moment is tactically ideal.
Favourite Saying
"Ding Dong... I do believe that's the signal to board!"
Sailing Master Hepzibah "The Unsinkable" Mott
"The Unsinkable Mott"
Role: Sailing Master & Navigator
Officer Type: Naval Specialist (Experienced)
Personality
An old salt with a mischievous grin, an inexhaustible stock of sea stories and an uncanny instinct for wind and tide. Mott has served in His Majesty's Navy for over forty years, surviving storms, mutinies, battles, shipwrecks and more than one court martial. Nobody is entirely certain how he remains afloat—or in uniform. He is rarely seen without a clay pipe and a knowing chuckle.
Strengths
- Master navigator in coastal waters.
- Expert at handling ships through reefs, shoals and narrow channels.
- Inspires confidence in sailors through long experience.
- Unflappable under fire and during heavy weather.
Favourite Saying
"Ho, ho... I've run aground in better places than this!"
Midshipman Tibulus Hathershaw
"The Greenhorn"
Nationality/Faction: Royal Navy
Role: Midshipman
Personality
Fresh from the Naval Academy, Tibulus knows every regulation by heart but has yet to discover his sea legs. He turns a delicate shade of green whenever the Swift leaves harbour, much to the amusement of the crew.
Quote
"I assure you, sir... I'm only inspecting the lee rail."
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| The Mangroves thicken nearer to shore. |
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| The Navy bring the Shallop close into the swamp. Its shallow keel allows it some leeway. |
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| And my Naval Lieutenantvseems to be dressed like a pirate! I used fatverrol and his boys as stand ins for the RN. |
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| Two canoa and a Piragua loaded down with bows armed Caribs |
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| The Caribs get close, really quickly, but the Muskets are effective. I spend a fortune to avoid that roll! |
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| The low profile of the canoas works in the Caribs favour. |
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| But a boarding attempt is seen off. |
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| The Caribs start to pile on the fatigue with those poisoned arrows. |
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| But my Caique takes a hit. Love my new fatigue dice. |
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| The shallop sticks. A desperate moment. |
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| And the Caribs swarm around. My Midshipman is killed! |
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| But the shallop unstick and turns to run. Only the pirogue can keep up with it now. |
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| And the muskets may be slow but they are effective. Not as effective as the abso.ute barrage of poisoned arrows raining down |
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| And at one point both canoa are shaken |
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| The escape, but it's a loss for the scenario. |
Great little game.




















































