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Saturday, 6 June 2026

The Other OSR: Down Among the Dead

Down Among the Dead describes itself as ‘A Terrible Expansion’ for Pirate Borg, the ‘Worst Pirate RPG Ever Made’. In the case of the latter claim, Pirate Borg is actually highly accessible, especially in the form of the Pirate Borg Starter Set, an Old School Renaissance-style roleplaying game is set in the Dark Caribbean, a sea of tropical islands marked with European towns and fortresses and ruins of civilisations long gone, of shipwrecks with rich cargoes and even richer treasures, and of the Scourge. The Scourge made the dead walk once again, ghosts return to haunt the living, and monsters lurk ready to smash the foothold that the Europeans have established in the region. The governors and the viceroys, representatives of kings and queens, have forced to adapt and rule with no contact from home following the Scourge and even take advantage of the situation, especially since the discovery of the abilities and addictive nature of ASH, the ash of the burned and ground undead. Some seek to make money from the trade in ASH and some seek to control it, whilst others seek to repress it. This is another cause of the conflict in the Dark Caribbean. Pirate Borg casts the players as members of a crew who will sail the ASH-tinged waters the Dark Caribbean, raiding and smuggling, carousing and drinking, adventuring, and exploring. In the case of the former, Down Among the Dead is the first official supplement for the roleplaying game, providing four adventures, three new Classes, skills, motivations, even house rules, and a lot more.

Down Among the Dead is published by Limithron via Free League Publishing following a successful Kickstarter campaign. It contains three new Classes, new skills, adds motivations for Player Characters, four sets of tables for generating different aspects of the setting and game, and three lengthy adventures, all of which can be added to an ongoing campaign. The first new Class is ‘The Antiquarian’, which is essentially Indiana Jones (or other swashbuckling archaeologist of your choice) for the Age of Sail, complete with a phobia, a holy grail—perhaps discovering lost temples or ruins and ancient treasures or the origins and dark secrets behind the creation of ASH, and an ’Expertise’ such as ‘Theology/Arcana’, ‘Athletics’, or ‘Occultism’. The ‘Deep One’ brings a Lovecraftian touch to Pirate Borg, its origins such as ‘Hybrid’, ‘Bathyal’, and ‘Abyssal’—the type and depth of water it comes from—determining starting stats, and its options include either ‘Shaman’ or ‘Warrior’. The former learns Pelagic Sorcery Spells, whilst the latter is armed with a cultural weapon like a coral and seashell long knife or a piece of driftwood with stingray spikes and learns combat techniques. Lastly, the ‘Unlocked Soul’ is resurrected spirit who has returned to the surface after dying and being cast into Davy Jones’ Locker. This Class is living on borrowed time as there is a increasing chance that Charon will reclaim his soul, but in the meantime, he can regenerate wounds and regrow limbs, ask questions of the dead, become like transparent water, and more, though his skeleton might itch from within because it is made of coral or his head might be able to spin right round and he cannot see a particular colour.

All three Classes are good, bringing fun archetypes into Pirate Borg. All three can be played as written, but the ‘Unlocked Soul’ is best used for an NPC or for Player Characters who have also escaped Davy Jones’ Locker—perhaps after playing through ‘Lost to the Locker’ later in the book—and wanting to multi-class upon returning to the surface.

One possible negative aspect of Pirate Borg is the limited number of Class features that a Player Character can have. A Player Character gains one per Level, so typically by Fifth or Sixth Levels, there are no more abilities to choose from. ‘d66 Skills for the Seasoned Sea Rover’ remedies that with a list of alternative skills that a player can select from instead of taking a Class feature, and not once, but twice for each skill. For example, with ‘Gunsmith’, a Player Character can repair black powder weapons, lower their chances of misfires, and improve their accuracy and damage inflicted, and if taken a second time, improve their accuracy and damage inflicted again. With ‘ASH Apothecary’, a Player Character can cook ASH down to a potent crystallised form that when consumed has a greater effect, but also sells for triple the price, and if taken again, these effects are doubled! From ‘Deadshot’, ‘Barrelman’s Eyes’, and ‘Font of Chaos’ to ‘Salvage Diver’, ‘Agile Amputee’, and ‘Siren’s Tongue’, this is an entertaining selection and there are a lot here that a player will want to choose from rather than one of his character’s Class Feature. There is the option to roll randomly, but the Game Master could also use these skills as rewards during play or simply allow Player Characters to have both these skills and their Class Features to make them more capable and heroic.

The ‘Motivations During the Apocalypse’ can be used for both the Player Characters or NPCs, whilst ‘House Rules’ gives options for the Game Master in terms of design notes, examples, and tips. These range from rerolling initiative each day and adding Armour Class to the game when one Player Character fights another (instead of rolling to defend) to having damage dice explode and playing Pirate Borg in either Nightmare or Heroic modes! Many of these address issues that a Game Master might have with the roleplaying game and some of them push Pirate Borg away from the Mörk Borg model and closer to a Dungeons & Dragons-style roleplaying game. All though are options that enable a group to play the roleplaying game in the style it prefers. The other general support for Pirate Borg includes four sets of tables for generating elements of the Dark Caribbean setting, including a ‘Jolly Roger Flag Generator’, ‘Dark Caribbean Island Generator’, ‘Coral Reef Generator’, and ‘Coin Generator’. ‘Dark Caribbean Island Generator’ and ‘Coral Reef Generator’ both come with examples, but all four are useful adding further details to the Game Master’s Dark Caribbean campaign.

The first of the four scenarios in Down Among the Dead is ‘Anchor Drop Falls’. It is a short, two-page location detailing a set of caves behind a five hundred foot high waterfall where pirates and/or conquistadors are said to have buried their treasure, Deep Ones have made a home, and then been driven out by a hungry, giant crab. It is a plain and simple affair, with the location descriptions placed around the map, that is very easy to run from the page and just as easy to slot into a campaign. ‘Anchor Drop Falls’ can be played in a single session, whereas the other three scenarios are much longer and much more detailed.

‘Lost to the Locker’ is a seabed, sandcrawl in which the Player Characters awaken to find themselves dead in a purgatory of small islands and shipwrecks, and will very likely do so again should they die again. The aim is for the Player Characters to escape back to the realms of the living, requiring a vessel and an exit, as well as several coins called ‘Obols’. Finding all of these forms the focus of the scenario. Once they freed themselves from the floating rocks they have been chained to, the Player Characters will be ferried by Charon to the liminal space of ‘The Locker’. Overseen by Lady Oblivion—ethereal, watery Egyptian priestess or Reef Ghoul?—this region consists of just eight locations, including the pirate-town-like Port Oblivion with its wrecks and boulders home to Lost Souls like the Player Characters; the Pellucid Palace of volcanic glass where Lady Oblivion holds court; and the Inverted Galleon, capsized and chained to the seabed. Every location details vessels that might be repaired or stolen, how Obols might be gained, as well as numerous NPCs, random encounters, and more. There is a lot of detail to this concentrated sandbox and a lot of elements that the Game Master can bring into play. It is fantastically liminal place with plenty for the players and their characters to do and plenty of random elements that Game Master can use to enhance the undersea unreality. ‘Lost to the Locker’ can be used as written, following a ‘Total Party Kill’, but it could also be used as a non-standard campaign starter.

The second scenario veers towards the fantasy horror of Robert E. Howard, rather than the Lovecraftian horror of ‘The Deep One’ Class, with its use of Serpent Men as the villains of the piece. ‘Venom in the Veins’ details an ancient shrine to the Slithering One, rumoured to be the last known location of a missing conquistador, to hold ancient knowledge, to be target of French spies and revolutionaries, to be source of a deadly venom, and so on. Overseen by a once-human shaman corrupted by necromancy and his undead serpentfolk guardians, this is snake-infested, trap ridden, but nicely detailed dungeon that requires some set-up to get the Player Characters to explore its depths. There is plenty of treasure to be found and no little forbidden knowledge, but lingering over that has its own consequences. Particular attention is paid to the traps and puzzles, which makes running it easier. ‘Venom in the Veins’ would be a perfect adventure for the Antiquarian Class given at the start of the supplement.

‘Into The Maelstrom’, the third scenario in the supplement requires more experienced Player Characters and takes a classic Gothic set-up and gives it a piratical, nautical twist. Instead of a haunted house, the setting is a haunted galleon, The Maelstrom, a galleon with blood-red sails of flesh that is home to  Albrecht the Tideborn, a Deep One vampire, and his vampiric crew. The Player Characters are hired to sneak aboard and rescue an important VIP that Albrecht the Tideborn is holding prisoner and also to slaughter as many of the vampires as they can. However, that is not the only reason the Player Characters to want to board The Maelstrom. They will each have their reasons. All of this is set up ahead of time, using a deck of ordinary playing cards and the rules for ‘Three-Eyed Parrot’, a game provided prior to the scenario. This includes the identity and location of the VIP being held prisoner, the identity of the Player Characters’ Patron, the location of a powerful ritual, the location of an artefact, and so on. The cards are then divided into their suits and then used as decks to determine random prisoners, mundane items, treasure, and encounters. The scenario is played against the clock and there is a strong chance that prisoners will be sacrificed before the Player Characters rescue them—the scenario even suggests that the Game Master tear up the card for a particular NPC if the Player Characters fail to save him!

The main feature of the scenario is The Maelstrom, but also detailed are ‘The Dead islands’, the former Virgin Islands in the Lesser Antilles, infested by ASH addicts, cannibalistic pirates, and the undead, its coats marked by numerous derelict ships and wrecks waiting to be picked over. Several locations are detailed on the island, including Charlotte’s Cove, the main settlement now overrun with vampires, the swamp encroached Ruins of Whitby Abbey, Sanctum of the Feathered Tree—home to an orangutan sorcerer, and other locations. This gives the setting longevity beyond the scenario itself, and there are notes too, if the Game Master wants to run it as a one-shot, short campaign, or a long campaign, and even includes tournament mode and scoring! As such, ‘Into The Maelstrom’ is a tool kit that the Game Master needs to adjust fit her players and for full effect is best run over multiple sessions. This brings all of the brine and rot of the sea to the Gothic and the doomed romance and horror of the Gothic to the Dark Caribbean. When their characters  have enough experience to play it through, ‘Into The Maelstrom’ should be a grand, memorable scenario for the players.

Physically, Down Among the Dead is very well laid out, and the artwork and cartography are excellent. Everything is very easy to use.

Down Among the Dead has everything a Pirate Borg Game Master would want. Three good scenarios, two of which have really memorable locations, content that the Game Master will still come back to, and options that the Game Master and her players can pick and chose from to make Pirate Borg theirs.

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