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Shipmaster Dave's Skull and Shackles
Game Master Pryllin

Skull and Shackles Adventure Path
Part 1 of 6: The Wormwood Mutiny



Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.

Mata
Nakon
Sevien
Xantrius

The Wormwood
The Man's Promise

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 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.

(*GM reserves right to ignore and twist rules as best suits the story.)

Shackles Rum Ration
Type ingested; Addiction minor, Fortitude DC 5
Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
Damage 1d3 Con

Minor Addiction
Type disease, variable; Save variable
Onset 1 day; Frequency 1/day
Effect –2 penalty to Con; Cure 2 consecutive saves

Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.

Attitudes
Ambrose “Fishguts” Kroop-------Human Male-------Helpful
Conchobhar Turlach Shortstone-Gnome Male------Helpful
Crimson "Cog" Cogward---------Human Male-------Helpful
Sandara Quinn-----------------------Human Female---Helpful
Aretta Bansion----------------------Human Female---Helpful
Jack Scrimshaw---------------------Human Male------Helpful
Owlbear Hartshorn----------------Human Male------Helpful
Rosie Cusswell----------------------Halfling Female--Friendly
Tam "Narwhal" Tate----------------Dwarf Male------Friendly
Tilly Brackett-------------------------Human Female---Friendly
"Ratline" Rattsberger--------------Halfling Male------Unfriendly
"Badger" Medlar---------------------Half-Elf Female----Hostile
Barefoot Samms Toppin------------Human Female-----Hostile
Fipps Chumlett------------------------Human Male-------Hostile
Jaundiced Jape------------------------Half-Orc Male------Hostile
Maheem--------------------------------Human Male-------Hostile
Slippery Syl Lonegan-----------------Human Female---Hostile



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