GM Trevor's Skull & Shackles

Game Master Trevor0828


Swashbuckling adventures on the high seas.

Wormwood Fight Roll20

crew:

Ship's Crew

Officers
Capt. Barnabas Harrigan (male human), hostile
Mr. Plugg (male human), First Mate, enemy
Master Scourge (male human), Boatswain, enemy
Ambrose "Fishguts" Kroop (male human), Cook, helpful
Cut-Throat Grok (female half-orc), Quartermaster, friendly
Peppery Longfarthing (female human), Sailing Master, unfriendly
Riaris Krine (female human), Master Gunner, unfriendly
Habbly Quarne (male human), the “Stitchman," Ship's Surgeon and Carpenter, indifferent
Kipper (male human), Gunner's Mate, unfriendly
Patch Patchsalt (female gnome), Boatswain's Mate, unfriendly

Crew
Barefoot Samms Toppin (female human):a former fisherwoman from the Sodden Lands who never wears shoes; job: rigger attitude: helpful
Giffer Tibbs (female gnome): a bedraggled gnome with one eye; job: swab attitude: indifferent
Jack Scrimshaw (male human): a young lad talented at scrimshaw; job: swab attitude: helpful
“Ratline” Rattsberger (male halfling): a rat-faced halfling with long arms and three missing fingers; job: rigger attitude: helpful
Tilly Brackett (female human):a tough joker who likes her rum; job: swab attitude: helpful
“Badger” Medlar (female half-elf ): an older woman who shaves her gray hair into stripes; job: swab attitude: helpful
Shivikah (female human): a very tall Mwangi ex-slaver; job: swab attitude: friendly
Aretta Bansion (female human):a bad tempered exharlot with big ears;job: swab attitude: indifferent
Fipps Chumlett (male human): a fat, pushy bully with a shaved head; job: swab attitude: enemy
Jaundiced Jape (male half-orc): a humorless, greedy half-orc mute; job: swab attitude: enemy
Maheem (male human): a big Rahadoumi with a permanent scowl; job: rigger attitude: enemy
Slippery Syl Lonegan (female human): an unhinged murderer who fled to sea to escape the gallows; job: rigger attitude: enemy
Tam “Narwhal” Tate (male dwarf):an old friend of Master Scourge with a large, ugly nose; job: rigger attitude: enemy

New Crew
Sandara Quinn (female human): job: swab attitude: helpful
Rosie Cusswell (female halfling: Short but fierce, Rosie Cusswell has more muscles than most of the crew, and a fouler mouth than all of them put together; job: swab attitude: helpful
Crimson Cogward (male human): an actual volunteer, wasn't pressgamged. Devout worshipper of Pharasna, very angry man; job: swab attitude: unfriendly
Conchobhar Shortstone (male gnome): a handsome, honey-tongued gnome who wears a foppish purple hat, an eye patch, and a white silk shirt, and carries a dandyish cane. Serial womanizer, very self-centered; job: rigger attitude: helpful

Specials
“Caulky” Tarroon (female human): the captain’s cabin girl
Owlbear Hartshorn (male human): simpleton and “pet” of Mr. Plugg

Ship Actions:

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

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
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered

Ship Areas:

A1. Foredeck: This raised deck stands some 10 feet above the main deck, immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.

A2. Poop Deck: This raised deck stands 15 feet above the main deck. The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing the body of Harmak Gruft, a pirate who beat the captain at dice. Gruft is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. The aptly named Pluck.

A3. Main Deck: The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DC 10 Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The ship’s clock, a macabre brass-and copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock; Captain Harrigan and Mr. Plugg have the keys. A small jolly boat sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push.

A4. Officers’ Quarters: The ship’s officers occupy the hammocks and sleeping mats in this cramped cabin. A set of steps descends sharply into the middle hold (area A6) below. The two narrow doors leading to the main deck (area A3) are locked with good locks; all of the occupants have keys). The officers store their possessions in footlockers, each with an average lock. Mr. Plugg, Master Scourge, Riaris Krine, Peppery
Longfarthing, and Habbly Quarne sleep here at night, and at least one of them may often be found here at any given time during the day as well.

A4a. Armory: This tiny chamber is crammed with chests and neatly ordered weapon racks. The armory is secured with a good lock.

A4b. Peppery Longfarthing’s Laboratory: The ship’s sailing master and resident sorcerer, Peppery Longfarthing, uses this chamber as her laboratory. The cramped cabin is overwhelmed with curious and often unsettling objects that Longfarthing is studying. The door is secured with a good lock.

A5. Captain’s Cabin: Captain Harrigan usually entertains his officers for dinner here, and sleeps here at night.

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: The captain stores his personal booty in the portside compartment, locked with a superior lock.

A6. Middle Hold: 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 the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Owlbear Hartshorn is invariably chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped.

A7. Quartermaster and Cook’s Cabin: This tiny cabin contains two beds and two footlockers. The Wormwood’s quartermaster, Cut-Throat Grok, and ship’s cook, Ambrose “Fishguts” Kroop, share this cabin with several of Kroop’s chickens. Grok sleeps here at night, as does Kroop, who is found here during the day as well if he is insensibly drunk.

A8. Galley: The galley is the domain of Ambrose “Fishguts” Kroop, the drunken ship’s cook. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding
anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks.

A9. Quartermaster’s Store: The ship’s quartermaster, Cut-Throat Grok, can usually be found in this cramped, crowded storeroom containing
numerous barrels, boxes, and chests. The door is locked with a superior lock; Grok keeps the key), and features a 3-foot-square serving hatch (also with a superior lock) . The quartermaster’s store acts as a kind of unofficial shop aboard the Wormwood. While any plunder stored there technically belongs to the captain, this is a pirate ship after all, and everything has its price. Any equipment stored within is for sale at the normal price listed in the Core Rulebook. Items found on the ship (or won from other pirates) can also be traded at the store for other merchandise. Bartered objects are generally worth 50% of their normal
value when traded for goods. While the store is, in theory, open at all hours, it’s usually only open from dawn to about 3 p.m., when Grok
starts drinking. She only opens the door outside these hours to friends.

A10. Lower Hold and Crew Berths: 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). The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest. At the start of the adventure, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.

A11. Bilges: A nasty place at the bottom of the ship that also serves as an impromptu jail.

Gold - 148.21 (this does not include gambling or the fight)
Potions
Scrolls
CMW
Scorching Ray
Magic Missile
Summon Swarm
Mage Armor
Wands
Bless(16)
Specials
Holy Water
Tindertwigs x 2
Tanglefoot bag
Weapons
NW shortsword
MW warhammer
MW daggers x 5
MW sap
MW arrows x 26
Daggers x 3
Heavy Maces x 3
Cutlasses x 2
Armor
Leather
Buckler
MW Leather
MW Buckler x 2