Weird on the Waves is free. And totally worth if you have any interest in running nautical adventures. That being said, charging a buck or two and hiring an editor would have been a good idea. Lots of repeat sentences and words, and one table that was really confusing until I realized it should have been referring to PCs, not crew.
The PDF is a nautical toolkit and setting for D20 games. The setting's Weird Caribbean isn't particularly weird - not compared to Pirate Borg's Dark Caribbean and the political and economic situations don't quite add up, but that's minor. I do particularly like the Artillery Crabs and Unships in the bestiary. There are also two Odyssey-inspired scenarios.
The toolkit is phenomenal. Everything you could want for nautical travel, exploration and combat, boarding parties, PC-crew interactions, fighting sea monsters, and creating safe and not so safe ports. Most nautical RPGs do a good job with ship to ship combat, but treat sea voyages as point-crawls, if they mention them at all - this fills in all of those blanks - how do you chase down or avoid a ship? How does being becalmed affect crew morale? Will your crew get scurvy? When can you repair a mast and how much time/resources does it take. This makes it sound horribly detailed - it's not. Everything is sensible, easily track-able OSR-type rules. Provisions, repair materials, plunder, etc, all purchased, tracked and consumed by weight.
A highlight is the Wave, Weal and Woe dice. The GM has 10 d6 Wave dice per session and they should be added to the GM's rolls when PC's are testing against the sea. Every time a player rolls a crit, they are given a d12 Weal dice (can have up to 5) and may consume one at any time by adding it to any roll or passing it to another player. Each time a player rolls a fumble, the GM gets a d10 Woe die (can have up to 2) that can be rolled at any time to add narrative drama from a woe table.