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LEAGUE AND FATHOM

A Troupe-Style Roleplaying Game For 4-5 Players.


To play, print out the character pages, and put them faceup in the middle of the playing area. They should be
stacked in order, so the Captain is on top, then the
Lookout, the Surgeon, the Quartermaster, the Oracle. Put
the quick idea sheet next to these.

The game continues for as long as all players like; it may


be brought to a natural conclusion by arriving at the
destination originally set and attempting the action the
captain declared. It can be broken into multiple sessions,
if desired.

The group decides who is Captain (dice, vote, whatever


you like). That player picks up the sheet, fills in the name,
and then reads the whole left side aloud. This process is
then repeated with the Lookout, Surgeon, Quartermaster,
and Oracle. If there are four players, set the Oracle aside.
The Captain declares the destination, the Lookout declares
the first happening, and the group plays on from there.

You'll likely want pencils on hand, and may want dice,


cards, poker chips, a checkerboard, or some other bits
handy. Such components can make it much easier for the
Lookout, Surgeon and Quartermaster to improvise quick
mechanisms for exploration, combat, and supply tracking
when they're needed. If you have seafaring-themed board
games, have those to hand, too.

I am the Captain and my name is:

My first job as a player is to play the character of the


captain, bossing everyone around and making decisions.
My other job as a player is to make up names for crew
members other than the player ones, tell all the crew
members what to do, and describe how the imaginary
ones try to obey me (or don't try to obey me). Other
players will decide how we determine the success or
failure of myself and my crew at our jobs.
When everyone has their characters, I will invent and
announce the name of the island we're sailing to, and
declare what we'll attempt to do if we get there. I'll try
to pick something dramatic, so we can have a grand
finale to the voyage when and it we arrive.

NOTES

Declare what you're doing and saying.


Declare what the crew is doing and saying.
Ask another player to temporarily play another crewmember.
Give an order.
Tell the Lookouts player how you explore and move.
Ask the Lookouts player what you see.
Ask the Lookout what they see.
Tell the Surgeons player about fighting actions.
Ask the Surgeons player about threats and enemies.
Ask the Surgeon about your injuries.
Tell the Quartermasters player about attempts at repairs.
Ask the Quartermaster about the ship's state.
Ask the Quartermaster about money and equipment.
Ask the Oracle if they can foresee anything.

I am the Lookout and my name is:


NOTES

My first job as a player is to play the character of the


lookout as I like, keeping watch, zipping around the
rigging, and so on.
My other job as a player is to decide what the
environment outside the ship is like, and decide how
successful attempts to move through it are. I declare
when there is weather, and when land is sighted, and I
describe terrain, features, and minor characters. I can
use boards or maps or whatever I need for this
purpose. I will be trying to motivate everyone by
inventing mysterious and interesting places to explore,
a few people to meet, and engaging weather events to
play through. If things turn ugly, I'll hand that over to
the Surgeon's player.

Declare what you're doing and saying.


Tell others what they sense, except for threats and the ship.
Tell others how their attempts at getting around go.
Ask another player to temporarily play a bit-part character.
Pass things to the Surgeon if fighting starts.
Use dice, maps, tokens, or other devices for any of these.

My character may never, ever go ashore, but I'll be


busy anyway; when the crew goes ashore, I will be
describing the places they go.

Tell the Surgeons player about fighting actions.


Ask the Surgeons player about threats and enemies.
Ask the Surgeon about your injuries.

After the captain announces the name of the island


we're sailing to, I'll tell you what the first thing we find
out here on the seas is.

Tell the Captains player how you interact with crew.


Ask the Captains player what the crew is doing.
Ask the Captain what to do.

Tell the Quartermasters player about attempts at repairs.


Ask the Quartermaster about the ship's state.
Ask the Quartermaster about money and equipment.
Ask the Oracle if they can foresee anything.

I am the Surgeon and my name is:


NOTES

My first job as a player is to play the character of the


surgeon as I like, discussing medical details, sanitation,
and pursuing any other interests I decide the surgeon
has.
My other job as a player is handling everything to do
with injuries, enemies, and monsters. I declare when
such threats are seen, when traces of them exist, and
what interesting properties they have. The Lookout
sets the stage, and I add villains to it. I decide who
wins or loses in fights, how hurt they are, and so on. I
may use dice, numbers, cards, and so on as I need for
this; you may need to keep notes on your sheet or set
up a few simple statistics for your character. I will try
to make our voyage dangerous and fantastic.
My character will never, ever fight, but might be
around the edges of a fight, pulling away wounded or
hiding or taking notes on monster anatomy.

Declare what you're doing and saying.


Tell others what threatening things they can sense.
Tell others how their attempts at dealing with threats go.
Ask another player to declare actions for some threat.
Use dice, maps, tokens, or other devices for any of these.
Tell the Captains player how you interact with crew.
Ask the Captains player what the crew is doing.
Ask the Captain what to do.
Tell the Lookouts player how you explore and move.
Ask the Lookouts player what you see.
Ask the Lookout what they see.
Tell the Quartermasters player about attempts at repairs.
Ask the Quartermaster about the ship's state.
Ask the Quartermaster about money and equipment.
Ask the Oracle if they can foresee anything.

I am the Quartermaster and my name is:


NOTES

My first job as a player is to play the character of the


quartermaster as I like, discussing details about our
cargo and supplies, and pursuing any other interests I
decide the quartermaster has.
My other job as a player is deciding on everything to
do with the condition of the ship and what the supplies
are like onboard. I declare if there's a leak or a
shortage of fresh water, and what's needed to do
repairs. I'll keep notes of some kind on that stuff, just
to stay consistent.
The Surgeon can declare the ship is damaged by a
fight, but I decide how bad it really is; the same is true
for when bad weather threatens the ship. I'll decide
such stuff party to motivate the characters with needs
for supplies, but I'll aim not to make it a chore.

Declare what you're doing and saying.


Tell others what there is on the ship, other than the crew.
Tell others how their attempts at repairs and ship-tasks work out.
Tell the Captain what the ship is running low on.
Use dice, maps, tokens, or other devices for any of these.
Tell the Captains player how you interact with crew.
Ask the Captains player what the crew is doing.
Ask the Captain what to do.
Tell the Lookouts player how you explore and move.
Ask the Lookouts player what you see.
Ask the Lookout what they see.
Tell the Surgeons player about fighting actions.
Ask the Surgeons player about threats and enemies.
Ask the Surgeon about your injuries.
Ask the Oracle if they can foresee anything.

I am the Oracle and my name is:

My only job as a player is to play the character of the


oracle, a mystical seer that's part of the crew.
I will invent and declare visions I have about our
potential future on this voyage, strange sights and
cryptic phrases. I will try to remain vague with these
pronouncements, unclear on when they will come to
pass or if they are certain, and I will aim to provide
interesting and strange ideas. In return, the Lookout
and Surgeon will incorporate bits and pieces of these
visions into what we encounter, using my statements as
a source of quick ideas. I'll give them time to note
down bits they like, and repeat any cryptic prophecy
for them so they can use it as they wish. I'll try not to
overdo it.

NOTES

Declare what you're doing and saying, including visions.


Tell the Captains player how you interact with crew.
Ask the Captains player what the crew is doing.
Ask the Captain what to do.
Tell the Lookouts player how you explore and move.
Ask the Lookouts player what you see.
Ask the Lookout what they see.
Tell the Surgeons player about fighting actions.
Ask the Surgeons player about threats and enemies.
Ask the Surgeon about your injuries.
Tell the Quartermasters player about attempts at repairs.
Ask the Quartermaster about the ship's state.
Ask the Quartermaster about money and equipment.

Quick Idea Sheet Put This In The Middle Of The Playing Area, To Be Used Or Ignored As Desired.
NAMES

AREAS ONBOARD

WEATHER

ON THE OCEAN

HANDY CONCEPTS

Stede
Murray
Roberts
Lee
Maria
Gamblin
Shandy
Bowley
Bonnie
Gretchen
Sheppard
Nelson
Winters
Antonia
Joshua
Phoebe

Mast
Rudder
Stern
Tiller / Wheel
Bilges
Magazine
Brig
Galley
Crow's Nest
Prow
Rigging
Holds
The Hull
Gangway
Hatches
Berths

Clear
Overcast
Foggy
Raining
A Downpour
No Wind
Blustering
Howling Winds
Calm Seas
Choppy
High Waves
Blazing Heat
Unnatural Cold
Thunder and Lightning
A Hurricane
Saint Elmos Fire

Open Sea
Kelp
Strong Current
Shallows
Reef
Sandbar
Rocks
Mirages
Derelict
Wreckage
Something In A Bottle
Pod of Whales
Schools of Fish
Iceberg
Smudge on the Horizon
Crystal-Clear Waters

Revenge!
By the stars
Shaped like a...
Deserted
Swallowed whole
Buried
Run Aground
Washed Ashore
Rats In The...
Maimed
Charts and Maps
Gunpowder Explosion
Ropes and pulleys
Sole survivor
Back home
Parole and Parlay

DUTIES

SUPPLIES ONBOARD

THREATS

ON AN ISLAND

First Mate
Purser
Pilot
Navigator
Boatswain (Bosun)
(Master) Gunner
Carpenter(s Mate)
Cook
Cooper
Able Sailor
Rigger
Bilger
Powder Monkey
Cabin Boy
Musician
Armourer
Ship's Cat (an actual cat)

Trading stock / Cargo


Biscuit
Salt Beef/Pork
Cheese
Water
Rum/Brandy
Tar
Rope, Twine, Cordage
Nails
Powder and Shot
Oil, Tallow, Wicks
Lumber
Sailcloth
Carpentry tools
Sailmaking tools
Ironmongers tools
Cooking gear

Disease
Curse
Traps
Sharks
Pirates
[Nation] Fleet
Cannibals
Ghosts
Imps and Devils
Soldiers
Angry Witches
Sirens
Giant Birds
Sea Serpent
The Kraken
Blue-Faced Gorillas
A Statue Come To Life

Beach
Cliff
Jungle
Freshwater Stream
Ruins
Cove
Cave
Volcano
Hot Springs
Village
Tribe
Colony
Fort
Encampment
Corpses
Winding paths
Distant sound of...

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