William Kidd — Captain Kidd

Captain Kidd stands aboard the Adventure Galley overlooking a stormlit harbour with armed sailing ships

At a Glance

NameWilliam Kidd, called Captain Kidd
SpeciesHuman
OriginScotland
AlignmentLawful Neutral
RolePrivateer captain, pirate hunter, disputed prize-taker
ShipAdventure Galley
PortsNew Amsterdam; Port Royal
ConnectionsIndependent privateers, financiers and sailors of the Brethren of the Coast
RivalsWoodes Rogers; rival corsairs; aggrieved merchants
LanguagesEnglish, Scots Gaelic, French and working Dutch
FaithNo publicly declared patron; accepts the customs and sea-omens of his sailors
Current concernDefend 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

Medium Humanoid (Human), Lawful Neutral
AC 16 (studded leather)
HP 136 (16d8 + 64)
Speed 30 ft.
Initiative +4 (14)
STRDEXCONINTWISCHA
14 (+2)Save +218 (+4)Save +718 (+4)Save +414 (+2)Save +214 (+2)Save +518 (+4)Save +7
Skills Athletics +5, Deception +7, Insight +5, Intimidation +7, Perception +8, Persuasion +7
Gear Studded leather armor, cutlass, two flintlock pistols, powder and shot, Sea’s Eye amulet, navigator’s instruments, ship’s commission
Senses Passive Perception 18
Languages English, Scots Gaelic, French, Dutch
CR 8 (XP 3,900; PB +3)

Traits

Sea Legs. Kidd has Advantage on checks and saving throws made to avoid being knocked Prone aboard a ship or boat.
Precise Strike (1/Turn). Kidd deals an extra 14 (4d6) damage when he hits with a weapon attack and has Advantage on the attack roll, or when a non-Incapacitated ally is within 5 feet of his target and Kidd doesn’t have Disadvantage.
Sea’s Eye (1/Day Each). While wearing the amulet, Kidd can cast Locate Object or Water Breathing without material components.

Actions

Multiattack. Kidd makes three cutlass attacks. He may replace one cutlass attack with a shot from a loaded flintlock pistol.
Cutlass (Scimitar). Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.
Flintlock Pistol (Two Loaded Pistols). Ranged Attack Roll: +7, range 30/90 ft. Hit: 9 (1d10 + 4) Piercing damage. Each pistol fires once before reloading, which takes an action and ammunition.

Bonus Actions

Captain’s Order. One ally within 30 feet who can hear Kidd can use its Reaction to move up to half its Speed without provoking Opportunity Attacks.

Reactions

Parry. Kidd adds 3 to his AC against a melee attack that would hit him, provided he can see the attacker and holds his cutlass. This can turn the hit into a miss.

Legendary Actions

Kidd can take two legendary actions, choosing from the options below, only one at a time at the end of another creature’s turn. He regains them at the start of his turn.
Take Position. Kidd moves up to half his speed without provoking opportunity attacks.
Cutlass Strike. Kidd makes one Cutlass attack. He can use this option only once between the starts of his turns.

Captain Kidd

Medium humanoid (human), lawful neutral
Armor Class 16 (studded leather)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)18 (+4)18 (+4)14 (+2)14 (+2)18 (+4)
Saving Throws Dex +7, Wis +5, Cha +7
Skills Athletics +5, Deception +7, Insight +5, Intimidation +7, Perception +8, Persuasion +7
Senses passive Perception 18
Languages English, Scots Gaelic, French, Dutch
Challenge 8 (3,900 XP)

Traits

Sea Legs. Kidd has advantage on checks and saving throws made to avoid being knocked prone aboard a ship or boat.
Sneak Attack (1/Turn). Kidd deals an extra 14 (4d6) damage when he hits with a weapon attack and has advantage on the attack roll, or when a non-incapacitated ally is within 5 feet of his target and Kidd doesn’t have disadvantage.
Sea’s Eye (1/Day Each). While wearing the amulet, Kidd can cast locate object or water breathing without material components.

Actions

Multiattack. Kidd makes three cutlass attacks. He may replace one cutlass attack with a shot from a loaded flintlock pistol.
Cutlass (Scimitar). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Flintlock Pistol (Two Loaded Pistols). Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Each pistol fires once before reloading, which takes an action and ammunition.

Bonus Actions

Captain’s Order. One ally within 30 feet who can hear Kidd can use its reaction to move up to half its speed without provoking opportunity attacks.

Reactions

Parry. Kidd adds 3 to his AC against a melee attack that would hit him, provided he can see the attacker and holds his cutlass. This can turn the hit into a miss.

Legendary Actions

Kidd can take two legendary actions, choosing from the options below, only one at a time at the end of another creature’s turn. He regains them at the start of his turn.
Take Position. Kidd moves up to half his speed without provoking opportunity attacks.
Cutlass Strike (Costs 2 Actions). Kidd makes one cutlass attack.

Captain Kidd — CR 8

XP 4,800
Male human rogue 9; LN Medium humanoid (human)
Init +8; Senses Perception +14

DEFENSE

AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge); hp 68 (9d8+27)
Fort +6, Ref +10, Will +5; Defensive Abilities evasion, uncanny dodge, improved uncanny dodge; trap sense +3

OFFENSE

Speed 30 ft.
Melee +1 cutlass +12/+7 (1d6+3 slashing/18–20)
Ranged flintlock pistol +10 (1d8/×4, range 20 ft., misfire 1, single shot; targets touch AC within its first range increment)
Special Attacks sneak attack +5d6

STATISTICS

Str 14, Dex 18, Con 16, Int 14, Wis 14, Cha 18
Base Atk +6; CMB +8; CMD 23
Feats Dodge, Exotic Weapon Proficiency (firearms), Improved Initiative, Martial Weapon Proficiency (cutlass), Quick Draw, Weapon Finesse, Weapon Focus (cutlass)
Skills Acrobatics +16, Bluff +16, Diplomacy +16, Disable Device +16 (+20 against traps), Intimidate +16, Knowledge (local) +14, Perception +14 (+18 to locate traps), Profession (sailor) +14, Sense Motive +14, Sleight of Hand +16, Stealth +16
Languages English, Scots Gaelic, French, Dutch
SQ trapfinding +4, rogue talents (combat trick [Martial Weapon Proficiency (cutlass)], fast stealth, surprise attack, trap spotter)
Combat Gear two loaded flintlock pistols, powder and shot, potion of cure moderate wounds; Other Gear +1 studded leather, +1 cutlass, Sea’s Eye, spyglass, compass, commission and logbook

TACTICS

Kidd boards with veteran sailors to gain flanking opportunities for sneak attack. A pistol takes a standard action to reload. His Sea’s Eye permits locate object and water breathing once each per day (caster level 5th).

Captain Kidd

Male human rogue 8; LN Medium humanoid (human); CR 8
Init +8; Senses Listen +13, Spot +13; Languages English, Scots Gaelic, French, Dutch

DEFENSE

AC 18, touch 14, flat-footed 18 (+4 armor, +4 Dex; uncanny dodge); hp 52 (8d6+24)
Fort +5, Ref +10, Will +4; Defensive Abilities evasion, uncanny dodge, improved uncanny dodge; trap sense +2

OFFENSE

Speed 30 ft.
Melee +1 cutlass +11/+6 (1d6+3 slashing/19–20); the cutlass’s basket hilt grants +2 on checks to resist being disarmed
Ranged flintlock pistol +10 (1d10/×3, range increment 50 ft.; single shot, standard-action reload)
Base Atk +6; Grp +8; Atk Options sneak attack +4d6; SQ trapfinding

STATISTICS

Abilities Str 14, Dex 18, Con 16, Int 14, Wis 14, Cha 18
Feats Exotic Weapon Proficiency (pistol), Improved Initiative, Martial Weapon Proficiency (cutlass), Weapon Finesse
Skills Balance +15, Bluff +15, Diplomacy +15, Intimidate +15, Listen +13, Profession (sailor) +13, Search +13, Sense Motive +13, Spot +13, Tumble +15, Use Rope +15
Possessions +1 studded leather, +1 cutlass, two pistols, powder, shot, Sea’s Eye, potion of cure moderate wounds, commission, logbook and spyglass

TACTICS

Kidd uses loyal boarders to enable sneak attacks. The Sea’s Eye grants locate object and water breathing once each per day (caster level 5th). He withdraws if a further fight would destroy his command.

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

Historical painting of Captain Kidd arriving in New York Harbor
Captain Kidd in New York Harbor, by Jean Leon Gerome Ferris (1863–1930).

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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