Lost Port Royal
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YAR HAR FIDDLE DEE DEE
Both residents and visitors of Port Royal¸ Jamaica¸ in June 1692 have noticed odd things occurring in the town. It's about to get a lot worse. As madness and strangeness spread through Port Royal¸ only a small group of locals and sailors can hope to stop what is happening in the British colony. Who or what is causing the increasingly odd occurrences in the "Wickedest City on Earth” and why? If the investigators don't find out and stop it¸ it could be the end of Port Royal. It might be anyway.
Lost Port Royal is a Stuart-Era scenario set in the waning years of the Golden Age of Piracy in the West Indies¸ now known as the Caribbean. In the age of tall ships and flintlock pistols¸ the bustling town of Port Royal¸ Jamaica¸ is in deadly danger and only the investigators can possibly save it. Or can they?
Lost Port Royal was originally written as a one-shot campaign scenario. It might be adapted for a two-part or long convention scenario. Information presented about Port Royal can also be used as a basis to set scenarios anytime during the town's existence from 1655 to 1692.
Lost Port Royal includes:
- A 28-page fully-illustrated scenario set in Port Royal¸ Jamaica¸ in 1692.
- Information on the West Indies¸ Jamaica and Port Royal.
- Basic rules for creating investigators in the Age of Sail and the Stuart Era.
- Three fleshed-out Non-Player Characters¸ typical craftsmen¸ laborers¸ seamen¸ and soldiers¸ and six Significant People who live in Port Royal.
- Some weapons of the era¸ including cannons.
- Maps of the West Indies¸ Jamaica¸ and Port Royal¸ as well as a Bird's Eye View map of the town by Peter Dunn¸ Archaeological and Reconstruction Artist.
- Two handouts including a map and a flyer with the Yellow Sign
- NPC and investigator portraits to share with the players.
- Six pregenerated investigators.
- Separate¸ high-resolution maps of The West Indies¸ Jamaica¸ and Port Royal.
