Goblin Skulls and Shackles (Inactive)

Game Master Riuk

the wormwood upper deck
the wormwood main deck
the wormwood middel deck
the wormwood lower deck and bilge


House rules::

i will be using these alternate rules
* Combat Expertise, Deadly Aim, and Power Attack are no longer feats, but simply combat options. They may be done freely by anyone with the requisite ability scores. Also, Point Blank Shot is no longer a feat. It’s just a natural consequence of being closer to your target. Please, still declare when you’re using one of these options though, for clarity’s sake.
* The Improved [combat maneuver] feats no longer have as prerequisites Combat Expertise (Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip), or Power Attack (Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder) because those feats aren’t feats anymore. I would love for combat to be more dynamic and cinematic than just a hackfest.
* Combat Maneuver attempts only provoke attacks of opportunity if they fail, or if the target of the combat maneuver has a greater feat in that maneuver than you. (no feat < Improved < Greater) Same as above, maneuvers make combat more fun.
* Creatures under a fear effect receive a new save each round to decrease the fear effect by one step. (shaken < frightened < panicked) No one, not even the GM, wants characters taken out for long. Shake it off and get back in the action.
*I will roll initiative for combat and post the order. Everyone can post their action as they are able and then I will string them together into a cohesive narrative. I’ve used this before and imo it’s the smoothest way of doing it. This may mean I have to make some minor calls on your behalf (you attacked monster 1, but it’s dead now so I’ll just have you attack monster 2). It’s just faster than waiting for everyone to post what they rolled.
* I will use each player’s passive Perception score (10 + bonuses) at all times, UNLESS a player indicates that they are actively searching something or being especially vigilant for something in particular. It just keeps things moving smoother. And I’m not a stingy GM with searching stuff anyway. I’m not going to pull the “You did SAY you look there!” nonsense on you.as such please include a passive perception line in you name bar so it shows in your post
*I realize that this is a fair number of house rules. I have only included rules that I believe will contribute to the style of game that I would like to run. If you have questions/concerns with any of these, please, speak up.

All abord:

Officers
Barnabas Harrigan - Oversized Monkey goblin Captain
Mister Plugg - Hobgoblin Male First Mate
Master Scourge - Hobgoblin Male Swab Master
Ambrose Kroop - Oversized goblin Male Cook
Cut-Throat Grok - Bugbear (Kardan) Female Quartermaster
Peppery Longfarthing - Hobgoblin Female Sailingmaster
Riaris Krine -Goblin Female Master Gunner
Habbly Quarne, the “Stitchman” - Goblinn (Thorn) Male Ship’s surgeon and Carpenter
Kipper - goblin Helion Male Gunner’s Mate
Patch Patchsalt - Goblin (Arctic) Female Boatswain’s Mate
“Caulky” Tarroon - hobgoblin Female Captains Cabin Girl
Owlbear Hartshorn - Bugbear (Wikkawak) Male
crew
Swabs
Figh legs Gill -hunter-goblin male
John brokefoot-fighter-goblin (Thorn) male
Giffer Tibbs - goblin (Arctic)Male
Jack Scrimshaw - goblin Male
Rosie Cusswell - goblin Female
Crimson Cogward - goblin Male
Tilly Bracket - goblin Female
Badger Medlar - goblinFemale
Shivikah - goblin Female
Aretta Bansion - goblin Female
Riggers
Slippery Syl Lonegan - Goblin Monkey Female
Tam "Narwhal" Tate - Hobgoblin Male
Maheem - Goblin Male
Ratline Rattsberger - Goblin (lasher) Male
Conchobhar Turlach Shortstone - Hobgoblin Male
Barefoot Samms Toppin - Hoblgoblin Female

Wormwood Map Key::

A1. Foredeck: UNEXPLORED.
A2. Poop Deck: UNEXPLORED.
A3. Main Deck: UNEXPLORED.
A4a. Armory: UNEXPLORED.
A4b. Magicians Laboratory: UNEXPLORED.
A5. Captain’s Cabin: UNEXPLORED.
A5a. Cabin Girl’s Quarters: UNEXPLORED.
A5b. Storage Compartment: UNEXPLORED.

A6. Middle Hold: EXPLORED.This is the ship’s main cargo hold. The hold is mostly empty at the start of the adventure, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to (area A4), while a second set of stairs descends into the lower hold (area A10). Another flight of stairs in the aft section next to the galley leads up to (area A5) Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.

A7. Quartermaster and Cook’s Cabin: UNEXPLORED.
A8. Galley: UNEXPLORED.
A9. Quartermaster’s Store: UNEXPLORED.

A10. Lower Hold and Crew Berths: EXPLORED. Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have
claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11), and requires a DC 10 Strength
check to lift.

A11. Bilges: EXPLORED.The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of. manacles are fixed to the bulkheads in the forward portion of the deck.


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DAYTIME ACTIONS
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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 (area A9)
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 (see below).
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NIGHTTIME ACTIONS
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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 (see below)
Entertain: Make one Perform check to entertain the crew (see below)
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 (see below).
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered (see below).
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PIRATE ENTERTAINMENTS
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Arm Wrestling: Not merely typical arm wrestling bouts, such matches are usually conducted on a barrel top covered in broken glass, knives, or caltrops. Participants make opposed Strength checks, with the higher result determining the winner, and the loser taking an amount of damage equal to 1d2 + the winner’s Strength modifier as his hand and arm are pushed onto whatever lies on the table.

Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck aspossible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw
Anything feat. Checks are resolved as attack rolls using the character’s CMB. Characters toss the hog a number of feet equal to their adjusted rolls; for example, a character who gets a result of 22 throws the hog 22 feet. Some pirates claim to have participated in games played against Asmodeus using a live hog.

Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1 (see sidebar; this is in addition to the normal effects of the rum ration). This DC increases by +3 for each consecutive drink. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes.

Perform: One way pirates amuse themselves is through songs and stories. Pirates love a good sea chantey, and characters with Perform skills quickly find themselves popular members of the crew (although pirates aren’t generally big on Chelish Opera). If a character succeeds at a DC 20 Perform check, he gains a +2 circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. A Perform result of 9 or lower, however, indicates that the next time he attempts to use Perform to entertain the crew, everyone ignores him unless he makes a successful DC 15 Bluff or Intimidate check before doing so.