Pirates of Xen'drik (Inactive)

Game Master Viluki


Character Creation:

Alignment anything but LG and CE, your pirates so your diverse but you gotta work together.
focus foible
one stat is an eighteen and another an 8
roll 1d10+7 to determine your other stats, arrange these rolls as you see fit.
Races: Any Core, Featured or Eberron: May be willing to consider other setting appropriate races.
Classes, all paizo, all dreamscarred press, World of Aden classes subject to inspection.
Traits two, you must take 1 from the Skull's and Shackles Player's guide or the following trait.
Deserter:
You wanted no part in the war that has for a decade engulfed Khoirvaire, whatever your nationality you forsook it and fled to Stormreach to escape... You find yourself in the Leaky Dingy, drowning your sorrows, what do they put in this ru-"zzz", "zzz"
Benefit: You gain a 1+ bonus to either survival or perception, whichever one you pick becomes a class skill for you.

Setting:

The Last War has been in progress for a decade, Stormreach is still a pirate port run by pirate lords instead of the Stormlords: Yorrick's still a young dwarf!

Rigger:

Rigger Tasks
1 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.
2 Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.
3 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.
4 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.
5 Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 10 Climb checks followed by a DC 10
Perception check.
6 Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.

Swab:

Swab Tasks
1 Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks,
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.
3 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 either check results in the
PC being fatigued at the end of the shift.
4 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. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.
5 Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.
6 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.

Deadly cooking:

Cook’s Mate Tasks
1 or 2 Cooking: Assisting Ambrose 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.
3 Fishing: Catching tonight’s supper using the ship’s
nets. A DC 10 Profession (fisherman) or Survival
check provides enough fish. A failed check results
in a day in the bilges as punishment the following
day (see the swab task Man the Bilges on page 23).
4 Turtle Hunting: Hunting leatherback sea turtles
with harpoons, treble hooks, and nets. A DC 10
Profession (fisherman) or Survival check provides
enough food. A failed check results in a day in the
bilges as punishment the following day (see the
swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and
listening to his stories. The cook’s mate must
drink an additional rum ration, but is able to take
an additional ship action during the day.
6 Special Occasion: Captain Harrigan is celebrating
something today, and wants one of the ship’s
pigs butchered and cooked for dinner. The PC
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 actions:

Daytime Ship Actions
Work Diligently: Gain a +4 bonus on any one check for a
job’s daily task
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 (the PC 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. The PC can
take 10 on a single Perception check or other skill check, but
must make a check to avoid being discovered.

Nighttime actions:

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.
Influence*: Attempt to influence a single NPC
Sneak*: Take time exploring one area of the ship. The PC
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. The PC
must make a check to avoid being discovered.

People on the ship:

Crimson Cogward (N Medium humanoid (human)
Job:Swab
Initial Attitude: Unfriendly

Rosie Cusswell (CN Small humanoid (halfling)
Swab
Initial Attitude: Helpful

Conchobhar Turlach Shortstone (N Small humanoid (gnome)
Job:Rigger
Initial Attitude: Helpful

Barefoot Samms Toppin (CG female human): a former fisherwoman from the Sodden Lands who never wears shoes;
job: rigger
initial attitude: Friendly

Giffer Tibbs (NG female gnome): a bedraggled gnome with one eye;
job: swab
initial attitude: Helpful

Jack Scrimshaw (N male human): a young lad talented at scrimshaw;
job: swab
initial attitude: indifferent

“Ratline” Rattsberger (N male half ling): a rat-faced half-ling with long arms and three missing fingers;
job: rigger
initial attitude: Helpful

Tilly Brackett (N female human): a tough joker who likes her rum;
job: swab
initial attitude: indifferent

“Badger” Medlar (N female half-elf ): an older woman who shaves her gray hair into stripes
job: swab
initial attitude: Friendly

Shivikah (N female human): a very tall Mwangi exslaver;
job: swab
initial attitude: unfriendly

Aretta Bansion (NE female human): a bad tempered exharlot with big ears
job: swab
initial attitude: hostile

Fipps Chumlett (NE male human): a fat, pushy bully with a shaved head
job: swab
initial attitude: hostile

Jaundiced Jape (CE male half-orc): a humorless, greedy half-orc mute
job: swab
initial attitude: hostile

Maheem (LN male human): a big Rahadoumi with a permanent scowl;
job: rigger
initial attitude: hostile

Slippery Syl Lonegan (CE female human): an unhinged murderer who fled to sea to escape the gallows;
job: rigger
initial attitude: hostile