Sunday, 5 July 2026

The crew of HM Sloop Swift

 




Lieutenant Alfred Fairweather, Master and Commander of HM Sloop Swift.

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.

  • Reputation
I'm using a Northstar Miniatures earl 18th Century Naval Officer in a blue frock coat as Fairweathers character figure.  

I created Fairweather as Untested, but may uprate him to experienced after a few games.


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.

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.

  • Superb swordsman and boarding leader.

Campaign Trait – Ding Dong!
Once per game, when leading a boarding action or charge, Balls may reroll one failed Fight die. If his unit wins the melee, all friendly Sailor units within 6" gain +1 Resolve until the end of the turn, inspired by his unexpected heroics..

Favourite Saying
"Ding Dong... I do believe that's the signal to board!"


Lieutenant Edward "Eager" Bressington

"The Ram of the Royal Marines"

Role: Royal Marine Officer
Officer Type: Marine Lieutenant Experienced

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. Leads from the front.
  • BUT his enthusiasm frequently outruns his judgement.

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.


Sailing Master Hepzibah 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. 

Favourite Saying
"Ho, ho... I've run aground in better places than this!"


The Midshipmen 

MidshipmanTibulus 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."


Midshipman Benjamin "Blondie" Fredriksen

"The Silent Dane"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Tall, fair-haired and unnervingly quiet, Fredriksen speaks only when absolutely necessary.  He never seems hurried, frightened or excited, even under heavy fire. The sailors find him deeply unsettling.

Quote

"If we are to board, sir... now would seem appropriate."


Midshipman Elias Bulge

"Of the Shropshire Bulges"

Nationality/Faction: Royal Navy
Role: Midshipman

Personality
Rosy-cheeked, energetic and forever introducing himself as being "of the Shropshire Bulges," Elias volunteers for absolutely everything

Quote

"Bulges never retreat! ...At least, I don't believe they do."

The Crew

I use Northstar Miniatures 18th Cenntury sailors, just for the look.  My Royal Navy sailors all wear yellow bananas, or have a piece of yellow clothing, just to differentiate them from pirates at a glance.

I have divided them into a musket group, a cutlass group and gun crew.


Ill have to get the masts set up on Swift

Fairweather and Surgeon Crane

And my latest recruits


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