Mr. Plugg-First Mate-Against-Here
Peppery Longfarthing-Sailing Master-Against-Buxom Sorceress and ship's Mage
Riaris Krine-Master Gunner-Against-Skinny older woman with a mouth that could make a cleric die of embarrassment.
Habbly "Stitchman" Quarne-Surgeon/Carpenter-Against-An unsettling man with a ready smile and judgmental attitude.
Kipper-Gunner's Mate-Against-A young man who learned bootlicking early.
Patch Patchsalt-Boatswain's Mate-Against-Another sycophant without an ounce of sense.
"Caulky" Tarroon-Cabin Girl-Neutral-The captain's quiet slave girl. She only speaks when spoken to and picks up the Captain's meals every day.
Owlbear Hartshorn-Captain's Pet-Neutral-A huge simpleton who believes himself an animal. Tarred and feathered as a joke and eats live crabs as a preference.
Ambrose "Fishguts" Kroop-Cook-For-Here!
Rosie Cusswell-Swab-For-A foul-mouthed and heavily muscled halfling woman, one of the other new recruits.
"Barefoot" Samms Toppin-Rigger-For-A former fisherwoman from the Sodden Lands who dislikes shoes.
Giffer Tibbs-Swab-For-A perpetually bedraggled gnome woman with one eye.
Jack Scrimshaw-Swab-For-A quiet and wiry lad who carves quite intricate scrimshaw in his spare time.
"Ratlines" Rattsberger-Rigger-For-A rat-faced halfling man missing three fingers and half of one leg.
Tilly Brackett-Swab-For-A tough girl who enjoys practical jokes and has quite too much rum most nights.
"Badger" Medlar-Swab-Neutral-An older half-elf woman who shaves her hair into grey stripes.
Conchobhar Turlach Shortstone-Rigger-Neutral-A foppish and stylish gnome who often sings after work and is a serial womanizer, one of the other new recruits.
Maheem-Rigger-Neutral-A huge Rahadoumi man with a permanent scowl when he's not hurting someone.
Shivikah-Swab-Against-A very tall, thin Mwangi ex-slaver.
Crimson "Cog" Cogward-Swab-Against-A devout Pharasmin who wears a handkerchief and has anger issues, one of the other new recruits.
Tam "Narwhal" Tate-Rigger-Against-An ugly dwarf with a huge nose that earned him his nickname.
"Slippery" Syl Lonegan-Rigger-Against-Here!
You can generally take 2 ships actions per day. You can attempt to take up to two additional ship actions during the middle watch in the dead of night, but to do so you must make a sucessful CON check of 14 for the first extra and 18 for the second extra or be Fatigued for the next day. Only Actions followed by an asterisk (*) can be performed in the middle watch. A list of Ship Actions follows:
Daytime Actions Work Dilligently:Gain a +4 bonus on any one check for the job's daily task.
Influence:Attempt to Influence a Single NPC during your job using Diplomacy, Bluff or Intimidate.
Sneak:Make normal checks for a job's daily task, then attempt to briefly explore one area of the ship (make a single Perception Check in the area 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 on all checks for a job's daily task and take some time to explore the ship. You can take 10 on a single Perception Check or other skill check, but must make a check to avoid being discovered slacking.
Nighttime Actions Sleep: Go to bed early and sleep through the night (Recovers from Fatigue)
Gamble: Get the pirates together to create or join a game of gambling. Successful or failed gambling gains a +2 to Influence for 24 hours.
Entertain:Make a Perform check to attempt to entertain the crew. A successful DC 15 Performance gains a +2 to Influence for 24 hours.
Influence*:Attempt to Influence a single NPC using Diplomacy, Bluff or Intimidate.
Sneak*:Take time exploring one area of the ship. You can take a 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. Must make a check to avoid discovery.
Items of Importance:
All jobs require a check or two. Failing this check by 4 or less earns you a stern verbal warning, with a rope bash for the second offense. Failing by 5 or more earns you 3 lashes, with an additional 3 lashes for each extra day in a row you fail your assigned job. Fatigue Checks during work are always DC 10 Con Checks.
Attempting Stealthy ships actions is generally a DC 15 Stealth or Sleight of Hand to avoid being caught. This may go to a DC 10 or DC 20 depending on the amount of risk of being discovered. Failing the check by 4 or less is a close call and means you are too jittery to try again today. Failing by 5 or more means you are caught red-handed by a crew member, who may turn you over to Master Scourge for discipline, particularly if they dislike you.
Most NPCs begin with an indifferent attitude toward your group. Thanks to the odd habits among pirates you may use Diplomacy, Bluff or Intimidate to attempt to sway the attitudes of an NPC. Helpful NPCs will be considerably more useful to have around than those that hate you.
Rum Rations are served to the ship every night at dusk along with dinner. You have three options with the addictive and debilitating rum ration. You can Drink Normally, which deals you 1 Con damage (Which heals overnight) with no other effect. Drink Deeply, which deals 1d3 Con Damage and requires a DC 5 Fort save to avoid becoming addicted to the rum rations, but gives you +1d2 to any checks to influence the crew through the next 24 hours. Lastly, you may Cheat, requiring a DC 10 Stealth or Sleight of Hand Check, which gives you the bonuses from drinking deeply with none of the side effects, however, the penalty for wasting rum is 3 lashes.
Roll 1d6 to Determine Daily Job:
1: Rigging Repair: The ship's rigging frequently is damaged and needs repairs, requiring a DC 10 Climb check 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 as well as a Fatigue Check.
3: Upper Rigging: Work in the upper rigging, requiring a DC 10 Climb Check and a DC 10 Profession (Sailor) or Dexterity check.
4: Rope Work: Handling the ship's ropes, including coiling, stowing and securing them to cleats and single bollards, requiring a DC 10 Profession (Sailor) or Dexterity check.
5: Lookout: A climb to the crow's nest, requiring a DC 10 Climb check followed by a DC 10 Perception Check.
6: Mainsail: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (Sailor) Check or Strength check and a Fatigue Check.
Roll 1d6 to Determine Daily Job:
1: Man The Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check and a Fatigue check.
2: Rat Catcher: Catching vermin belowdecks, requiring a DC 10 Stealth, Survival or Dexterity Check to catch and kill enough rats, cockroaches and beetles for a 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 and Constitution check. Failing either check results in Fatigue.
4: Hauling 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 and a Fatigue Check.
5: Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship, requiring a DC 10 Acrobatics check and a Fatigue Check. A character with the Run feat or a Landspeed of 40 feet or more automatically succeeds.
6: Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope, requiring a DC 10 Profession (Sailor) or Dexterity check
Cook's Boy Jobs:
Roll 1d4. On a 1 Fishguts is insensibly drunk and cannot work, requiring you to make the food as well. If the cook's boy must slaughter or hunt as well as cook he receives a -4 to both tasks and cannot take a daily Ships Action.
Roll 1d6 to determine Daily Job:
1 or 2: Cooking: Assisting Ambrose in preparing the day's meal. If Kroop is sober, no check is required. If not, this requires a DC 10 Profession (Cook) or Intelligence Check.
3: Fishing: Catching supper using the ship's nets. A DC 10 Profession (Fisherman) or Survival check results in enough fish. A failed check results in a day in the Bilges as punishment (See Swab Jobs).
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 Bilge duty.
5: Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook's boy must drink deeply of the rum ration but is able to make an additional Daytime Ships Action.
6: Special Occasion: Captain Harrigan is celebrating today, like an officer's birthday, a festival, or a victory, and wants one of the ship's animals butchered and cooked for dinner. The cook's boy 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 the second step requires no check. If he's drunk, this requires a DC 15 Profession (Cook) or Intelligence check.
Areas of The Ship:
Officers Quarters: Where the Officers sleep. Very difficult to get into due to 'Owlbear' Hartshorn watching the doors at all times.
Armory: A small, cramped closet in the mid-hold that contains arms and armor not taken as booty. It's locked up very tight and is rumored to be trapped, but is not very well guarded.
Mage's Lab: An extraordinarily dangerous area that has a 50% chance to be locked with an unbreakable mage's lock and trapped with a very, very lethal trap at any time, but contains both useful and dangerous magical implements used by the ship's mage, Peppery Longfarthing.
Captain's Cabin: Impossible to enter at night and difficult in the day without an excuse, it contains several chests and desks with locks far beyond your current ability to open, with lethal traps.
Quartermaster and Cook's Cabin: Small cabin with a couple beds separated by a small wall where Grok and Fishguts sleep and with their personal belongings.
Galley: A fully stocked and overly messy galley. Contains plenty of weapons and detritus to sift through.
Quartermaster's Store: Extremely difficult to get into at night, and watched by Grok during the day, this small closet is where Grok keeps supplies to trade and booty gained from previous raids.
Bilges: A cramped little chamber full of filthy water. Has been used on occasion as an extra hold. There's plenty of detritus that has come out of the things held here and now is hidden in the dark, nasty water.