Salt & Blood - A Skulls & Shackles Campaign

Game Master GM Tallgrass


Player Statuses
Dorin
HP: 26/26
Conditions:

Ulgrast
HP: 20/20
Conditions:

Yasmin
HP: 16/17
Conditions:

Allie
HP: 13/13
Conditions:

Elisandra
HP: 15/15
Conditions: Fatigued (–2 penalty to Strength and Dexterity)

NPC Information

The Wormwood:

The Wormwood Map

A1 - Foredeck: Front of the ship; has a bowsprit shaped like a rearing dragon

A2 - Poop Deck: wheel of the ship; where Harrigan and Plugg spend their time when on deck; when Harrigan is present, poop deck is off limits to non-officers

A3 - Main Deck: a large clock depicting worms crawling through a whale carcass rests in the main mast, with a bell that rings at dawn and dusk; a post with a number of thick ropes is set near the mainmast for punishments; a large wooden box bound in iron sits below the bridge with a lock keeping it shut

A4 - Officer's Quarters: doors to this area are locked, with only officers having keys

A4a - Armory: Secured with a lock, only officers have keys.

A4b - Peppery Longfarthing's Laboratory: filled with all manner of strange and disturbing items; door is both locked and arcane locked

A5 - Captain's Cabin: finely appointed room, doors are always locked

A5a - Cabin Girl’s Quarters: The captain’s cabin girl, “Caulky” Tarroon, sleeps on a small cot in the starboard compartment.

A5b - Captain's Storage: Permanently locked; only the captain has the key

A6 - Middle Hold: where cargo is stored although fairly empty right now; also stored here are 2 light balistas, a disassembled light catapult and 12 barrels each holding 20 gallons of oil; bunch of pigs stored here as well; two main flights of stairs, 1 leading down to the lower hold, the other leading up to the officer's quarters; the large man is chained to the main mast near the stairs up to keep people out of the officer's quarters; small flight of stairs leads up to captain's cabin but it's common knowledge that the door at the top is trapped

A7 - Kroop and Grok's Quarters: nothing special about the room, some chickens seem to roam around in it; there are two lockers which probably hold their personal items

A8 - Galley: Kroop's domain; the place is a complete sty, dirty and it's hard to find anything, there's no rhyme or reason to item location

A9 - Quartermaster's Store: Grok's storeroom; most anything mundane can be bought/traded for here (all mundane items from the Core book available); door has a strong lock and there's a serving hatch in the door, also with a lock; Grok is prone to leaving the door unlocked when drunk; there are a series of locked lockers in the storeroom, one of which had your starting gear given back by Grok

A10 - Lower Hold and Crew Quarters: hammocks are strung from the 16 pillars that support the ship; each crew member (including the PC's) all have a locker along the wall for their possessions, and there are additional lockers stacked against a wall that aren't being used

A11 - Bilges: a disgusting chamber filled with sewagey water and cobwebs, constantly needing to be cleaned; there is a pump on one side that is the primary means of working the room

Ship Actions:

Daytime:
• Work Diligently - Gain +4 bonus to 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(make one Perception check or any other skill check with no threat of detection).
• Shirk - Take a -2 penalty on all checks for a job's daily task and take time exploring one area of the ship(may Take 10 on Perception check or any other skill check but risk detection).

Nighttime:
• Sleep - Go to bed early and sleep through the night (automatically recover Fatigue or Exhaustion)
• Gamble - Play or gamble on a pirate game of chance or entertainment (see spoiler)
• Entertain - Make 1 Perform check to entertain the crew (see spoiler)
• Influence - Attempt to influence a single NPC.
• Sneak - Take time exploring one area of the ship. PC may Take 20 on Perception or any other skill check but the PC 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.

Rum Rations:

Dispose: DC 10 Stealth Check. No bonus/penalty. Lashings on a failed check.

Sip/Make Grog: A pirate often waters the rum down with water, ale, or whatever other liquid might be handy/less potent. A pirate who nurses his rum, or dilutes it to make Grog makes a DC 10 Fortitude Save, or is fatigued. 8 hours rest removes this fatigue. (Essentially failure means the PC needs to rest for a full night). This is a poison effect.

Drink Deeply: A true pirate drinks his rum and likes it! He makes a Fortitude save at DC 15 or takes 1d3-1 Con Damage. He also gains a 1d4 alchemical bonus to Charisma for 8 hours (pass or failure). The next morning the PC must make a DC 10 will save or be fatigued until the PC can get 8 hours rest. This is a poison effect.

Entertain Mechanics:

Make a Perform check to entertain the crew. This is generally sea shanties, songs, or something similar. If you hit DC 20, you gain a +2 bonus to all Cha-based checks made to interact with any listener in the crew (including as part of the Influence action) for the next 24-hours.

If your Perform check result is a 9 or lower, however, the next time you attempt to Entertain the crew, you must first make either a Bluff or Intimidate check DC 15 to get them to stop ignoring you, at which point you can then make a Perform check.

Gamble Mechanics:

You may play and/or gamble on the following entertainments. Minimum bet is 1gp (or an item of equivalent value).
• Arm Wrestling - Not the typical contest, rather this is usually done on a barrel with broken glass, caltrops or some other dangerous hazard. It's an opposed Str check with the higher result winning and the loser taking 1d2+the opponent's Str modifier in damage.
• Hog Lob - A game where contestants attempt to hurl a lead ingot covered in a greased up piglet skin the farthest. A bet is agreed on before starting. Contestants roll a d20 and add their CMB to this. The ingot counts as an Improvised weapon and suffers the appropriate -4 penalty to the roll. If you have the Throw Anything feat it negates this. Your final numerical result is the number of feet you threw it, with the winner being the one who threw it the farthest.
• Heave - A potentially deadly game where you try to drink your opponents under the table. Bets are made beforehand. Each person swigs a half pint of rum. You then make a DC 15 Fort save or take increased damage from your rum rations. Each next swig increases the DC by +3. The game lasts until only 1 pirate is standing.

GM Stuff

Daily Tasks:

[dice=Ulgrast Rigging]d6[/dice]
[dice=Allie Cook]d6[/dice]

[dice=Dorin]d6[/dice]
[dice=Elisandra]d6[/dice]
[dice=Yasmin]d6[/dice]

[dice]d100[/dice] Higher is better