DM Nerk |
Welcome one and all.
For your information: the campaign proper starts when you wake up, stripped of your gear and badly hungover in the hold of the pirate ship Wormwood, having been press-ganged into service. This is a pretty common way of recruiting for pirates, and makes life in port that much more of an adventure. Of course, if you really don't want to be a pirate, you're always welcome to try your luck with the sharks....
I had thought about spending some time at the tavern before you all were drugged and kidnapped, but there's no good reason for you not to get acquainted below-decks. Today is the first day of the rest of your life.
DM Nerk |
@ Havok: I expect you'll be blown up soon enough ;) And yes, I mean everything but the clothes on your back.*
@ Ragnar: Yes, you won't have your armor or weapons or anything for a while, so you should seperate that stuff on your sheet.
* It is possible that they could have missed something small when they stripped your gear. Each of you can have one small object that they didn't find, provided your explanation as to why it was concealed when you were out drinking makes a certain amount of sense.
The means a potion or an extract, a dagger, a holy symbol. Something believably easy to miss on a quick search.
Lorelei |
Well, I think it makes sense for a female pirate to always have a dagger concealed somewhere. Drunk male pirates are dangerous.
I'll just ignore my equipment tab until we find our stuff.
Maybe we will later find the recruiter tied to the mast and whipped as punishment for dragging a gob on board. :)
Havok Fingerburst |
Havok good pirate, recruiter praised for finding good pirate!
Havok would have "stored" a lot of his flasks and items on various places of his body. Not so much to hide them, more because he can (don't ask). So if it's alright with you Nerk, Havok will have his extract of shield still on him
Odiseo Haddad |
Odiseo didn't have much to begin with apart from his armored coat. He looks like a vagrant with really expensive taste in clothes: waistcoat, cravat, silk shirt, tailored pants, shiny boots. Each individual article of clothing looks great, if rumpled, but as an ensemble it's terrible - all the patterns and colors clash with each other.
DM Nerk |
I'm almost certain the first thing you do in the adventure isn't supposed to slaughter you.
However, checking and rechecking all the relevant rules makes me question that certainty.
Odiseo, nice to see that you made it a bit higher up before you fell. I'd hate for you not to have taken damage.
Zack Muad'Dweeb |
I'm almost certain the first thing you do in the adventure isn't supposed to slaughter you.
However, checking and rechecking all the relevant rules makes me question that certainty.
Odiseo, nice to see that you made it a bit higher up before you fell. I'd hate for you not to have taken damage.
I'm happy to have obliged.
DM Nerk |
umm who did you mean by big mouth, because if me, did not manage to even go up five feet, true i did not fall but still peg leg does not look like a good way to climb.
Yeah, I probably should have clarified that sooner. The mate (and I) meant Ragnar, who made it the highest and definitely the before he dropped like a rock. "Big Mouth," being sarcastic.
Then when you took it to mean you, I started thinking over how that would play out. Then I got distracted and went to bed. Still, a peg leg in the rigging might appeal to Plugg's malice, but it won't get the job done.
DM Nerk |
Never let anyone tell you I don't have a sense of humor. It just doesn't always make sense outside of my head.
*Sigh*
From this point on, the first section of the module proceeds with a variety of events and day to day life on a pirate ship. We can spend months of real time roleplaying every instant in exquisite detail, or dice it out in a few hours. My personal preference is somewhere in between, but I don't want to rush anyone, and I certainly don't want anyone getting bored.
So.
I'll announce each day of game time when I feel the action for the current day is done.
Each day (in game) you have a job to do. Roll 1d6 to see what it is. Your results will vary (Ragnar and Fen, aka, rigger and cook's assistant, are rolling off of different tables than the swabs) and will generally require a check of some skill or other. Because you are performing these tasks under the watchful and hostile eyes of Scourge and Plugg, you may not take 10 on them.
You also have the opportunity to take one "ship action":
Daytime Actions
Work Diligently (+4 on any one check for your job's daily task.
Influence (attempt to influence (bluff, diplomacy, intimidate) a single NPC)
Sneak (Quickly explore one area of the ship (perception check)
Shop (-2 on your job rolls, and visit the quartermaster's store)
Shirk (-2 on your job rolls, explore a single area more thoroughly (take 10 on perception check. Also requires a stealth check to avoid getting caught.)
Each evening, after you eat and drink your rum ration you can take a second ship action from this list.
Nighttime Actions
Sleep Early (recover from fatigue)
Gamble (regular games or a variety of particularly dangerous pirate entertainments)
Entertain (performance check (20+ grants +2 on all CHA based skill checks made with any listener for 24 hours)
Influence (just like the day)
Sneak (stealth check to avoid discovery, take 20 on perception check anywhere on board)
Steal (stealth check to avoid discovery, attempt to open a locked door or locker)
It is also possible to get up to no good late at night. You may take up to two extra actions at night, but only Influence, Sneak and Steal actions. If you choose to go this route, you must make a CON check (DC10, +4 per extra action) or be fatigued all the next day.
There are 18 ordinary pirates and 12 officers and specialists aboard. I'll introduce them in play as you seek them out, so it's not entirely overwhelming.
pavaan |
ok, how does failing a sneak check work. are we found out before during or after our task is done. and would it be possible to make a influence check at all to who ever found us to get no punishment, if we would have good reason to be there. ie looking around below deck when you job was to do something below deck.
i am not asking this to get away with anything, i just want it cleared up before we go too far with the job checks.
also could you put up a chart of what our tasks are and the checks needed to do them on here, that way we can get them out of the way in post.
DM Nerk |
THE WORMWOOD facebook page
The Officers:
*Captain Barnabas Harrigan
First Mate Mr. Plugg
Bo'sun Master Scourge
*Sailing Master Peppery Longfarthing
*Master Gunner Riaris Krine
Quartermaster Cut-Throat Grok
*Ship's Surgeon Habbly Quarne, aka Stitchman
Cook Ambrose "Fishguts" Kroop
*Gunner's Mate Kipper
*Bo'sun's Mate Patch Patchsalt
*Cabin Girl "Caulky" Tarroon
Owlbear Hartshorn
*These characters won't have much to do with you.
The Old Crew:
Barefoot Samms Toppin: female human rigger.
Giffer Tibbs: female gnome swab. One eye.
Jack Scrimshaw: male human swab. Good at carving ivory.
"Ratline" Rattsberger: male halfling rigger. Missing 3 fingers.
Tilly Brackett: female human swab. Tough, drunk, funny.
"Badger" Medlar: female half elf swab. Grey hair shaved in stripes.
Shivikah: female human swab. Tall Mwangi.
Aretta Bansion: female human swab. Big ears, bad temper.
Fipps Chumlett: male human swab. Fat, pushy, shaved head.
Juandiced Jape: male half-orc swab. Mute, serious.
Maheem: male human rigger: Big, scowly Rahadoumi.
Slippery Syl Lonegan: female human rigger: Laughs a lot.
Tam "Narwhal" Tate: male dwarf rigger. Big schnoz.
Jakes Magpie: sharkbait.
The New Crew:
Sandara Quinn: female human swab. Red hair, healed you after the climbing fiasco.
Rosie Cusswell: female halfling swab. Colorful language.
Crimson "Cog" Cogward: male human swab. Blue headscarf, missing half an ear.
Conchobar Turlach Shortstone: male gnome rigger. A dandy fop.