How I’m Laying The Foundations Of A Great Pirate Borg Campaign

By JimmiWazEre

Closeted Pirate. With many opinions on tabletop games.

 

TL/DR:

Pirate Borg grabbed me like a sea curse and hasn’t let go. Here’s a look at how I’m preparing my first campaign

Why Pirate Borg?

I picked up Pirate Borg (PB) on a whim after seeing a few favourable reviews on YouTube, I was out of town and in a LGS and there it was. It’d have been rude not to. Scanning through it on the train journey home I was really pulled in with it’s evocative vibes and rules-lite grounding. I was reminded of the old Monkey Island games I used to play on the Amiga.

The Secret of Monkey Island

It’s consumed me! I’ve gone in deep down the special interest hole, consuming every piece of quality pirate content I can find:

  • Pirates of the Caribbean: The Curse of the Black Pearl (the rest are varying degrees of beautiful garbage - fight me!)

  • Black Sails on Netflix

  • The Lost Pirate Kingdom (a short docu-drama series on Netflix)

  • The Pirate History Podcast on Spotify

  • Real Pirates Podcast on Spotify

  • The Republic of Pirates by Colin Woodard

  • On Stranger Tides by Tim Powers

  • Countless YouTube videos on the differences between Sloops, Brigs, and Frigates - fore and aft sails vs square rigged sails, how they work. What a “Jib” is. Blackbeard, Benjamin Hornigold, Black Sam Bellamy, Charles Vane. The list goes on, and I love it all!

I especially love the idea of taking all that and then smushing it with other cool things like: the legend of Atlantis, El Dorado, Voodou, Necromancy, Cultists & Cosmic Horror, the Bermuda Triangle & mother trucking big assed beefy sharks! Anachronisms be damned!

Awesome. I have a very good feeling about this!

Structure & World Building

I’ve just finished running the Lost Mines of Phandelver (my thoughts on that will be up soon) and one of my players, Chris, is going to be taking up the GM mantle again in November to run us through Curse of Strahd. This gives us just a couple of months of palette cleansing time, so I’m thinking that sandbox style campaign is the way to go. Fortunately, PB seems to have been built with that in mind.

The publisher, Limithron has provided a free campaign hex map of the “Dark Caribbean” and alongside the multitude of official and third party modules, this means that you can just feed the players rumours for one of these modules, and then drop it in as an adventure site in one of the hexes. That’s exactly how I’m doing it anyway.

The Dark Caribbean Campaign Map

Here’s one of the official maps that I’ve relabelled to be player facing, and drawn shipping lanes all over it so that players can make informed decisions about where the best pirating might be found. The GM version of this contains spoilers so I won’t be posting it here, but it’s basically this with a load of adventure sites keyed in.

The Dark Caribbean map

Campaign Setting

PB comes with a framework of fictional history for you to work with. For my campaign, I’ve taken this and built upon it, whislt still keeping it fairly abridged. There’s a version that’s GM facing, containing facts for the players to maybe find out if they’re interested, and there’s also a common knowledge version (below) that the players will have access to from the start.

Known Facts

It is end of the beginning of the 18th Century. The so called ‘Golden Age of Piracy’ is almost over.

As foretold by the Voodou shamans - the dead have risen. Sailors and settlers vanish. Graves are empty. Ships return crewed by corpses.

A strange white powder called ASH is the most valuable substance in the region. Some use it as a drug, others for occult rituals. It's the main reason anyone still braves the Caribbean, and it’s harvested from the burnt remains of the undead.

The sea has opened up a yawning abyss South West of Cuba, darkening the sky above and inspiring terror throughout the region.

The pirate republic of Nassau still holds out, but barely. It’s one of the last ports free from colonial authority.

Familiar Rumours

An Old Stone Church in Havana is ruled by fanatics. They chant to a “Deep God” and claim death is not the end.

The mythical city of Atlantis has risen in shattered pieces from the Bermuda Triangle. Relics from its ruins fetch a fortune, and many who seek them go mad.

Additionally, strange golden artefacts have found their way to market, which the antiquarians have traced to the lost city of El Dorado.

Blackbeard; the legendary pirate of Nassau was thought dead - killed by the British Navy. But somehow, he’s returned. He is changed; undead, terrible, and now commands a fleet of the dead laying waste to everyone in their way.

Sailors whisper of a lone tribal figure, seen in jungles or cliffside ruins, never speaking, never ageing. His arrival always precedes catastrophe.

Conclusion

So there we go. If you’re one of my prospective players - I hope this tickles your pickle. If you’ve just stumbled upon this, I hope you can find inspiration in some of this.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!

Catch you laters, alligators.

 
Next
Next

Very Belatedly, The Monster Overhaul Is The Best Damned ‘Monster Manual’ I’ve Read