Devil-spawn and Demon-taint: A Fiendish Take on Skull & Shackles (Inactive)

Game Master Mark Sweetman

Press-ganged to serve aboard the Wormwood, the crew with the outsider's touch must struggle to stay alive long enough to sate their desire for revenge...


The Wormwood

Riggers:
Conchobar Shortstone (male gnome): foppish with purple hat and eye patch Currently Friendly
Barefoot Samms Toppin (female human): a former fisherwoman who never wears shoes
“Ratline” Rattsberger (male half ling): a rat-faced halfling with long arms and three missing fingers Currently On the Fence
Maheem (male human): a big Rahadoumi with a permanent scowl Scourge's Crony
Slippery Syl Lonegan (female human): an unhinged murderer who fled to sea to escape the gallows Scourge's Crony
Tam “Narwhal” Tate (male dwarf): large, ugly nose Scourge's Crony

Swabs:
Sandara Quinn (female human): redheaded Cleric of Besmara Currently Friendly
Rosie Cusswell (female halfling): muscled and no-nonsense Currently Friendly
Crimson ‘Cog’ Cogward (male human): with a bandana and soul patch Currently Friendly
Giffer Tibbs (female gnome): a bedraggled gnome with one eye
Jack Scrimshaw (male human): a young lad talented at scrimshaw Currently Friendly
Tilly Brackett (female human): a tough joker who likes her rum
“Badger” Medlar (female half-elf ): an older woman who shaves her gray hair into stripes
Shivikah (female human): a very tall Mwangi ex-slaver
Aretta Bansion (female human): a bad tempered ex-harlot with big ears Scourge's Crony
Fipps Chumlett (male human): a fat, pushy bully with a shaved head Scourge's Crony
Jaundiced Jape (male half-orc): a humorless, greedy half-orc with pale skin Scourge's Crony

Officers:
Hungry: Qlippoth-spawn tiefling Currently Friendly

Rigger Jobs:
Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.
Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.

Swab Jobs:
Man the Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. You must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
Rat Catcher: Catching rats and other vermin below decks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work.
Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing the check results in the PC being fatigued at the end of the shift.
Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. You must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship, requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in you being fatigued at the end of the shift.
Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.

Cook’s Mate Jobs:
Cooking: Assist Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish.
Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Bull Session: Drinking with Kroop and listening to his stories. You must drink an additional rum ration, but are also able to take an additional ship action during the day.
Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. You must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.

Daytime Ship Actions:
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task.
Socialize: make a job check with no penalty, and learn more about 1-2 pirates.
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (you can make a single Perception check or other skill check with no chance of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store.
Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. You can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Nighttime Ship Actions:
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make one Perform check to entertain the crew
Socialize: Learn about your fellow pirates
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. You can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal*: Attempt to open a locked door or locker. You must make a check to avoid being discovered.