The Wormwood is a three-masted sailing ship. About 100 feet long from stem to stern, and 30 feet wide amidships. Needs a minimum crew of about 20. Interior walls are generally made of 2-inch thick wood. Doors are usually wood too. Interior rooms are usually unlit during the day unless they have windows or portholes.
Things You Can Easily Find Anytime on the Ship:
- Barrels
- Baskets
- Beatings
- Blocks and Tackle
- Candles
- Canvas
- Grappling Hooks
- Hemp Rope (any length up to 200 feet)
- Lanterns
- Leather Drinking Vessels
- Waterskins
- Sacks
- Simple Tools and Hardware (especially carpentry tools such as hammers and nails)
Rigger Tasks:
Rope Work: You'll be handling the ship's ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards. At the end of the day, you'll give me a Profession (Sailor) or Dexterity check.
Upper Rigging Work: You're going back up 50 feet and working in the upper rigging. Climb up 50 feet again and at the end of the day, you'll give me a Profession (Sailor) or Dexterity 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.
Line Work: Hard work hoisting and lowering sails. At the end of the day, give me a Profession (sailor) or Dexterity check. You must also make a DC 10 Constitution check at the end of the day to avoid being fatigued.
Lookout: A climb to the crow's nest 60 feet up. You can take 10s to get up there. For the day, make a Perception check.
Swab Tasks:
Man the Bilges: Vile and sweaty work cleaning out the bilges, requiring a DC 12 Strength check. At the end of the shift, you'll also make a DC 10 Constitution check to avoid being fatigued.
Rat Catcher: You'll be catching rats and other vermin belowdecks. At the end of the day, you'll give me a Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day's work.
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: You'll be passing messages to the crew and officers of the Wormwood in all parts of the ship except the officer's cabins. At the end of the day, you'll give me a Acrobatics check and a Constitution check.
Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones. At the end of the day, give me a DC 10 Strength or Con check, failure indicates you are fatigued.
Cook Tasks:
Cooking: Assisting Fishguts in preparing the day's meal. If Fishguts is unavailable, this requires a Profession (cook) or Intelligence check.
Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food.
Daytime Ship Actions:
Work Diligently Gain a +4 bonus on any one check for a jobs daily task.
Influence Make normal checks for a job's daily task and attempt to influence a single NPC.
Shop Take a -2 penalty on all checks for a job's daily task and visit the quartermaster 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 also make a check to avoid being discovered.
Note: You may not take 10 on your daily tasks.
Nighttime Ship Actions:
Normally, you will take one nighttime ship action. But, you may attempt up to two more at night (total of 3). If you attempt a second one it will be during the middle watch in the dead of night. Only actions marked with an asterisk below may be attempted as the second action. If you do, you will have to make a Con check or be fatigued for the next day.
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. You can take 20 on a single Perception check or other skill check, but must also make a check to avoid being discovered (Sleight of Hand or Stealth).
Steal* Attempt to open a locked door or locker. You must also make a check to avoid being discovered (Sleight of Hand or Stealth).
Note: You may not take 10 on your nighttime tasks except the take 20s noted above.
Pirate Entertainments:
Arm Wrestling Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops.
Hog Lob Participants lob a lead ingot covered in a greased piglet skin, the "hog," as far across the deck as possible.
Heave This drinking game is played with rum and takes place between any number of pirates who bet to predict the winner beforehand.
Crew Members
Aretta Bansion:
A woman with a sneer and very large ears.
Swab.
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'Badger' Medlar:
An older woman who shaves her gray hair into stripes.
Swab.
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Rigger.
A handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, almost as though pretending to be a pirate rather than an actual one. Like yourselves, Conchobhar is a pretty new member of the crew.
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Crimson Cogward:
Swab.
Like yourselves, Crimson Cogward is a pretty new member of the crew.
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Fipps Chumlett:
A fat giant with a giant belly and shaved head.
Swab.
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Swab. Magpie was caught stealing from the quartermaster's store the night before you arrived on the Wormwood. He has been sentenced to keelhauling an locked in the bilges where he has now been joined by Uriah Hays.
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Jaundiced Jape:
A half-orc with a sickly swamp green complexion.
Swab.
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Maheem:
A tall Rahadoumi man with a dark complexion and scowl.
Rigger.
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'Ratline' Rattsberger:
Rigger. A rat-faced halfling missing two fingers on his left hand and one on his right.
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Rosie Cusswell:
Like yourselves, Rosie Cusswell is a pretty new member of the crew.
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Sandara Quinn:
A pretty and fiery red-head. Like yourselves, Sandara Quinn is a pretty new member of the crew.
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A broad, muscular Garundi man with a shaven head, a long beard bound with gold rings, and an eye patch.
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'Caulky' Tarroon:
The captain's cabin girl.
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[spoiler=First Mate Mister Plugg]
A younger, balding man with a long, black ponytail, wearing a long coat and carrying a well-used cat-o’-nine-tails.
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A tall, thin man with a braided beard and a mouth filled with gold teeth. He wears a long coat, a handaxe at his hip, and heavy boots. His whip seems always ready to snap at the closest sailor.
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