Rigger Tasks
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, 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. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
3 Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
Swab Tasks
1 Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good 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 or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.
4 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. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.
5 Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins, requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.
6 Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.
Cook’s Mate Tasks
1 or 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check.
3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
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 a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23).
5 Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.
6 Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC 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, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check.
Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.
Daytime Ship Actions
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.
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).
Nighttime Ship Actions
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. 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).
Theft, Pilfering, and Secrecy Aboard the Wormwood
Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed: DC 20.
Attempting a stealthy action where there is a chance of discovery, such as visiting the quartermaster’s store during work, exploring a room during the day, or attempting to open a chest in a room while its occupants are sleeping: DC 15.
Attempting a stealthy action under cover of a suitable diversion, such as attempting to open lockers when the rest of the crew are working or on deck enjoying themselves: DC 10.
Failing this check by 4 or less means the PC attempting the action is merely disturbed and is unable to complete the action. Failing the check by 5 or more means the PC is caught red-handed by a random crew member, and might be turned over to Master Scourge for discipline.