Ash and Anchors - Pirate Borg chaos in the Dark Caribbean
No captain, the shambling dead behind you. The Dark Caribbean is yours to wreck: trade wars, Ash, eldritch horrors. I honestly never know how it ends.
$15.00
/ Session
Details
Weekly / Monday - 5:00 PM UTC
Session Duration / 2–3 hours
Campaign Length / 1+ Sessions
0 / 6 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
Your old captain left you on a beach. The dead are coming up the sand behind you. First you have to get to safety. Then comes the real choice: how do you regroup, and how do you go after the captain who abandoned you? Ash and Anchors is Pirate Borg, a fast-paced, grimdark RPG with ship-to-ship combat, melee, and theater of the mind. You roll all the dice, characters can die quickly, and a new pirate is easy to make, so the next one is never far away. It runs as a sandbox. I start with an arc in mind, but it can go in a lot of directions. You might battle eldritch horrors, start a trade war, align yourself with a faction and do its bidding, or take huge risks to gain special powers by ingesting Ash.
Game style
Rule of Cool (RoC)
Sandbox / Open World
Combat Heavy
Hexcrawl / Exploration
Meet the Game Master
About me
I enjoy all kinds of board games and RPGs. As a GM I prefer theater of the mind to very detailed simulations. I enjoy puzzles and narrative arcs that are not simply combat based. I've been playing for many years. I enjoy virtual table tops but I tend to use very simple elements, I think sometimes virtual table tops make RPGs feel too much like an arcade game. I'm told I bring a lot of humor (mostly not twisted), to even the darkest most dangerous encounters and story arcs without robbing the story of their emotional heft.
View Profile →Character creation
Creating your character
We will create characters together at the beginning of the session. Pirate Borg's character generation is very simple and fast (compared to other systems) as player characters tend to die a lot.
What to expect
Preparing for the session
You need email, a good computer, a decent broadband connection, and a camera with a mic (we would like to see your face during role playing encounters). We use Google Meet (ideally on your smartphone) for audio and video during play, and your computer can run FoundryVTT in your web browser. You'll join by link, and you don't need a Google account. I'll let you in at the start of each session. You should be familiar with FoundryVTT, or at least willing to learn how to roll dice, update your character sheet, and move your character on the map. I use Discord a lot when people need "out of game" assistance but during game play.
What Larry brings to the table
What You Get • Fully prepped virtual tabletop sessions, with maps, monsters, and mayhem ready to go • • Maps and visuals from the Foundry Marketplace and community assets, chosen to match the tone: grim, weird, and evocative • Character tools and quick references to keep things moving • Quick character creation, so a new pirate is never far away • A sandbox: I start with an arc in mind, and it can go in a lot of directions GM Style • Fast-paced, with ship-to-ship combat, melee, and theater of the mind • Players roll all the dice • Immersion first: when we play, you're on that beach • Characters can die quickly, and the chaos keeps going
Homebrew rules
We use the Core Rulebook (not just the Starter Set Rules) which has a large number of optional rules in it. Specifically: Optional Classes are allowed We use the optional Wind rules in ship combat
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Larry creates a safe table
What You Get • Fully prepped virtual tabletop sessions, with maps, monsters, and mayhem ready to go • Custom visuals that match the tone: grim, weird, and evocative • Character tools and quick references to keep things moving • Quick character creation, so a new pirate is never far away • A sandbox: I start with an arc in mind, and it can go in a lot of directions GM Style • Fast-paced, with ship-to-ship combat, melee, and theater of the mind • Players roll all the dice • Immersion first: when we play, you're on that beach • Characters can die quickly, and the chaos keeps going
Content warnings
Safety tools used