William Kidd — Captain Kidd

At a Glance
| Name | William Kidd, called Captain Kidd |
|---|---|
| Species | Human |
| Origin | Scotland |
| Alignment | Lawful Neutral |
| Role | Privateer captain, pirate hunter, disputed prize-taker |
| Ship | Adventure Galley |
| Ports | New Amsterdam; Port Royal |
| Connections | Independent privateers, financiers and sailors of the Brethren of the Coast |
| Rivals | Woodes Rogers; rival corsairs; aggrieved merchants |
| Languages | English, Scots Gaelic, French and working Dutch |
| Faith | No publicly declared patron; accepts the customs and sea-omens of his sailors |
| Current concern | Defend the seizure of the Quedagh Merchant before his patrons disown him |
Two sealed documents lie across the captain’s table. One authorises Kidd to seize a merchantman; the other accuses him of piracy for taking it. From the deck comes the sound of a cannon being loaded. Kidd asks which order you would obey.
What Is Happening Right Now?
The Adventure Galley is at anchor off New Amsterdam. Her crew is overdue for a share of prize money, her water casks need refilling, and her captain is defending the capture of the Quedagh Merchant. A merchant swears the vessel sailed under a valid safe-conduct. Kidd says the papers he inspected allowed him to seize her. The original pass has vanished.
A backer refuses to defend him until the original is produced. Two officers want the cargo sold without further argument; the crew fears another journey without wages. Kidd’s reputation matters to him, but a broken ship and a mutinous crew may cost more than any accusation.
The Captain
Kidd is a weathered Scottish captain, strongly built, precise of speech and careful in dress. He wears reinforced leather beneath a salt-stained coat and keeps a cutlass and two finely made single-shot pistols close to hand. The blue-green Sea’s Eye amulet lies beneath his collar. At sea he reads clouds, sail trim, damaged charts and human hesitation with equal attention.
He respects rank, contracts, clearly marked prizes and a captain’s right to command. He enters captured cargo in a ledger, pays agreed shares when he can and prefers the surrender of an enemy crew to unnecessary slaughter. He will not knowingly attack a neutral merchant beyond his commission. Yet he can imprison a sailor who publicly challenges his authority, even when that sailor’s complaint is justified. His discipline is genuine; his treatment of dissent is not always fair.
Kidd insists his patrons must honour the commission they issued. He wants respectable wealth and recognition, not a pirate’s notoriety. He may be legally correct about a seizure without being morally innocent of the suffering it causes. He can be negotiated with by someone who brings evidence, keeps a promise or secures the safety of his loyal men.
The Adventure Galley and Her People
The Adventure Galley is a fast, heavily armed sailing vessel built for long passages, pursuit and boarding. Salt has worked into her seams; the starboard pump needs new leather; her powder must be kept dry. The guns inspire fear, but a torn sail or a lost pilot can defeat her without a shot being fired. A first mate commands the watches, shipmates tend rigging and cannon, and veteran buccaneers lead the boarding party. For an armed rival, use a pirate captain with a crew and ship of his own.
Her gunner demands his men’s unpaid shares. The navigator fears shoal water and another needless storm passage. A junior officer copies Kidd’s private log, unsure whether the record will save or condemn his commander. Each man has a real choice: obey, leave, or turn the others. Kidd can order them onto the deck; he cannot force them to trust him.
Aboard ship, Kidd takes the weather seriously. He shortens sail before a squall, keeps boats ready to collect men in the water and forbids wasteful shots at distant targets. During a boarding he sends sailors to secure the helm, hatchways and gun deck rather than throwing every fighter into one crowded melee.
Friends, Rivals and Port Contacts
The Brethren of the Coast can offer a pilot, provisions or a sheltered berth at Tortuga. Kidd is not a member of its ruling council, and the Brethren’s free captains owe him no obedience. Woodes Rogers respects an honourable surrender but will pursue Kidd if he begins preying on protected shipping. A rival corsair may call Kidd a pirate in one port and offer to sail beside him in another.
In New Amsterdam, Mother Mandelbaum could quietly purchase disputed cargo. She is an independent crime boss, not his patron or subordinate, and accepting her money would make every sailor who saw the sale a potential witness against him. On the routes of New Netherland, an honest pilot with a good reputation is sometimes worth more than a warehouse full of stolen silk.
Kidd declares no patron deity and does not force a shared cult on his sailors. Some Dutch pilots visiting the harbour leave offerings to Nehalennia for a safe voyage. He allows the custom because it keeps the men together, but he will not delay a necessary departure for a portent invented by a frightened officer.
Equipment and the Sea’s Eye
Weapons and equipment. Kidd wears studded leather under his sea-coat and carries a well-balanced cutlass and two loaded single-shot pistols. The finely made gnome mechanisms are maintained with oil, spare springs and dry powder; the firearms still need shot and reloading time after every discharge. His other possessions are a compass, spyglass, navigator’s dividers, sealed commission, detailed ship’s log and key to the galley’s strong chest.
Sea’s Eye. A blue-green amulet marked by years of salt and wear, the Sea’s Eye grants its wearer locate object and water breathing once each per day without material components. It can find a particular known object within the spell’s limits, but not an unspecified treasure hoard or a vanished ship on the other side of the sea. Kidd would surrender money before the charm that lets him search a flooded hold for a trapped sailor.
Dealing with Kidd
Kidd rewards precise information, skilled seamanship and loyal service. He keeps a personal promise when it becomes costly, but expects the same discipline of others. He does not hire the characters to “go pirating.” He asks them to recover a missing pass, guide the galley through a dangerous channel, bring back a boat’s missing crew or identify the sailor who sold the ship’s powder. Payment is entered in the ledger before they leave.
In conversation. Kidd asks what the characters actually saw, not what they have heard. He studies a damaged chart while they speak and offers a chair only after hearing a useful answer. He dislikes swagger and respects a character who disagrees with him openly but without treachery.
When steel is drawn. He fires a loaded pistol before closing with his cutlass, parries a dangerous blow and orders an ally out of the enemy’s reach. He uses the rail, companionways and rigging to split attackers. He will sacrifice a prize but not an intact ship and a loyal crew to win a personal duel.
Game Statistics
Kidd’s cannon and sailors are separate combatants; their attacks are not part of his personal stat block.
Captain Kidd
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2)Save +2 | 18 (+4)Save +7 | 18 (+4)Save +4 | 14 (+2)Save +2 | 14 (+2)Save +5 | 18 (+4)Save +7 |
Traits
Actions
Bonus Actions
Reactions
Legendary Actions
Captain Kidd
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 18 (+4) | 14 (+2) | 14 (+2) | 18 (+4) |
Traits
Actions
Bonus Actions
Reactions
Legendary Actions
Captain Kidd — CR 8
DEFENSE
OFFENSE
STATISTICS
TACTICS
Captain Kidd
DEFENSE
OFFENSE
STATISTICS
TACTICS
Adventure Hooks
The Missing Pass
A merchant claims his seized ship had a safe-conduct, but the original document has disappeared. A cabin boy remembers seeing two versions. Kidd needs the real pass; the merchant wants his cargo. If the characters uncover a forgery, they must discover who benefited from it.
Pay the Gunner
Twelve sailors plan to desert before dawn with a barrel of the galley’s powder. Their leader says the captain hid evidence of an unlawful seizure. Kidd orders him taken alive. The party can secure the men’s unpaid shares, recover the powder or expose the evidence. They may not achieve all three.
The Serpent Isle
One of Kidd’s missing boats washes ashore with an unfamiliar reef marked on its chart and a sailor still clinging to the gunwale. At the reef lies an old wreck, its hold filled with water and its surviving cargo chained beneath the keel. The crew wants to salvage it before a rival ship arrives, but a great sea serpent rises whenever men enter the lagoon. Kidd offers the characters his Sea’s Eye to rescue the missing sailors and learn whether the creature guards something or is simply defending its hunting ground. Killing it may be the worst way to save the wreck.
Running Captain Kidd
First impression. A shrewd, controlled captain, less impressed by boasting than by a well-drawn chart or an honest report.
What earns trust. Keeping an agreement when it becomes inconvenient, protecting a surrendered crew, and bringing evidence instead of rumours.
What makes an enemy. Forging orders, sabotaging the galley, betraying safe-conduct or bribing his officers.
When defeated. He may surrender in exchange for the safety of his loyal sailors and preservation of the ship’s log.
History and Reputation

Kidd learned his trade on merchant routes, then pursued pirates under an official commission. Poor prizes, sick sailors and growing debts transformed his voyage into a struggle between honour and survival. The capture of the Quedagh Merchant may make him respected and wealthy or destroy everything he has built. His story is not yet decided.
Some sailors call him the captain who pays every agreed share. Others call him a pirate hiding behind a seal. He can prove that he followed his commission without proving that his choices were just.
Places and people: Caribbean · Port Royal · Tortuga · Brethren of the Coast · Caribbean NPCs
For shipboard play: Pirate Captain · Pirate class · Pirate rogue · Cutlass · Firearms · Sea Serpent
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