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  1. One Piece
  2. Lore

East Blue Primer

East Blue Primer – Season 1, Episode 1

AU Campaign Setup for Franz


Campaign Notes

  • This is an Alternate Universe (AU). Canon events exist as echoes, but they are not locked.

  • Big players like Luffy, Zoro, and Nami are not guaranteed to exist here unless Franz chooses to reference them.

  • East Blue remains the "weakest sea", but it’s also the most free for new pirates. The World Government doesn’t tighten control here as much as the Grand Line.

  • Tone: Adventurous, light-hearted with bursts of danger — the “season 1 anime” feel.


Episode 1: Orange Town (Buggy Arc)

World Context

  • Rumors of Gold Roger’s treasure still echo across taverns.

  • East Blue pirates are mostly small-time: Buggy, Alvida, Kuro, Krieg, Arlong — but in this AU, they can diverge.

  • Buggy is still in Orange Town, his crew intact and his influence exaggerated in local gossip. Civilians live in fear because he’s made the town his “stage.”


Buggy the Clown (AU Version)

  • Status: Alive, notorious, but not yet a “Warlord.”

  • Bounty: ~15,000,000 Berries (low compared to Grand Line, high for East Blue).

  • Personality: Showman, egotist, violent — plays up fear to feel important.

  • DM Note: Play him for laughs and menace. He’s not a world-shaker yet, but his Chop-Chop powers let him terrorize civilians who have no hope of defending themselves.

Combat Notes (simplified):

  • AC: 15

  • HP: ~120

  • Attack: +5 to hit, 4d8 slashing (chop-chop cutlass or hand toss).

  • Abilities:

    • Chop-Chop Man: Immune to slashing damage, can separate body parts for ranged combat.

    • Theatrical Fear: Civilians automatically flee when Buggy “puts on a show.”


Episode Structure (Suggested Flow)

Act 1 – Arrival in Orange Town

  • Players land in Orange Town seeking supplies, rumors, or bounties.

  • Civilians are hiding, marketplace half-abandoned.

  • NPC hook: A local merchant or child begs them to stop Buggy’s daily “circus raids.”

Act 2 – First Encounter with Buggy’s Crew

  • Buggy sends his goons (Pirate Thugs + Bruisers) to shake down townsfolk.

  • Players get their first fight — a warmup.

  • If they’re reckless, Marines might be watching from afar (early bounty seeds).

Act 3 – Buggy’s Show

  • Buggy himself appears, making a spectacle — fireworks, cannon fire, mocking the townsfolk.

  • Players can choose: challenge him directly, sabotage his circus, or rally the townsfolk.

  • Buggy fights flashy, using dismemberment to shock the players.

Act 4 – Resolution

  • If Buggy is defeated, townsfolk celebrate → first true reputation gain (possible 5k–10k bounty).

  • If he escapes (very Buggy-like), he becomes a recurring East Blue nuisance.

  • Either way, word of the “new pirates” spreads — the adventure begins.


Franz’s DM Tools Here

  • Civilians: Use Rebels & Veterans if players rally the town.

  • Buggy’s Crew: 6–12 Thugs + 1 Bruiser Captain make good warmup.

  • Bounty Trigger:

    • Defeat Buggy → 10k+ starting bounty.

    • Cause collateral damage → higher.

    • Spare him or let him escape → Buggy may spread exaggerated rumors, increasing fame faster.


Player Onboarding (Meta for Session 1)

  • Remind the crew they’re in an AU East Blue: Buggy is alive, canon events can diverge, and their story takes center stage.

  • Their first steps matter: how they deal with Buggy will define their initial reputation (heroic liberators, chaotic destroyers, or feared pirates).

  • This first arc sets tone: the world reacts to them.