Continuing the thread of running large groups (6 - 8) players into "The Trial" here.
As with the same thread for HoH - we are looking for experiences and ideas helpful to other DM's running parties that run over the Adv. as written like a SWAT team. ;-)
Bear in mind bumping CR's dramatically increases the odds of individual PC death as discussed in the HoH thread and various DMing advice publications.
As always more monsters of a given type help to keep the party busy, but in addition to areas where adding more mooks works we are specifically looking for creative rules tweaks, appropriate min/maxing of baddies, and any other off the cuff bits of DM'ing genius from the community.
I'm currently bereft of ideas, but will be sure to add to this thread as I get my head into this adv.
Looking forward to seeing your brilliant/deviant/nefarious and ultimately FUN ideas here!
Hi. I'm running a 6 player game, so the module needs beefing up. Besides "more" creatures in each encounter I've had a few ideas to increase the threat for a big party. I'm interested to hear any other ideas too.
Idea #1 ****DIABLO video game like re-gen lake****
I have the lake spawn skeletons and zombies at will. This works great - as every time the players enter or leave Harrowstone they either have to deal with a minor threat.
Idea #2 ****Entry Gate****
The initial entry has a full blown fear effect instead of shaken. Also the gates slam shut and lock. (no haunt, just slam and lock) I set the DC to open the lock at 22.
Idea #3 - **** INFARAMRY POLTERGEIST ****
Give him full telekinesis as opposed to just the 1d4 surgical implement attack. I had the poltergeist push a PC into the pit into the lower dungeon, wrestle the war hammer from the cowardly priest. Player really didn't like getting beat down with his own hammer! HA HA!
Not being a graphic designer - I have questions. Any help would be SUPER! Thanks in advance!
Questions:
1) DM only info projected onto tabletop. How to deal with this? I understand that PDF's can have "layers" Does anyone know if the PDF's purchased from this site are layered in such as way as to allow removal of text / DM info?
2) If answer to #1 = no. What is the best way to deal with this? I have access to photoshop and one of the new players I have recently met is a student of Graphic Design, so we can probably get kinda sorta technical here.
3) Best way to create a mask layer for the fog of war effect?
Hi - My group is switching over tp PFRPG. I want to make a "Voodoo Priestess" build for the upcoming campagin.
I'm looking for any suggestions as to background / build that would be along the lines of this type of PC. I had a chance to skim the campagin setting and thought the "sodden lands" may be the best point of orgin for a PC of this type. Probably human (for an extra feat to help bolster energy channeling) or maybe 1/2 elf.....
I want to try the new "command undead" feat mechanics - so I'm pretty sure playing a cleric is the only way to go. Perhaps a diety with a nature / divination / curse / necromancy flavor? I dont know the PFRPG panthenon very well yet......
Also want to incorporate poision use somehow (profession or craft skills?)
Question:
What effect, if any, does magical enhancement of weapons have on CMB and CMD?
Does my +2 whip have a +2 to make trip attacks?
Does my +3 sword resist bieng pried from my hands by someone using the disarm special manuver?
Does an item's bonus roll into CMB / CMD? It appears that it dosent but....
Looking at the RAW it seems unlikely that my cleric (whos diety's favored wpn is a whip) will ever be able to trip or disarm anything other than a drunk gnome commoner!
OK - So we have some teleporting monkey demons here. I <3 them. I have been thinking about how they might better use their abduction abilities. Help me Rhonda.
The adventure as written suggests the demons will abduct PC's to the top level of the blood pool room ( to fight 2 on 1 )and into the shaft below the throne room. No problem.
But the abduction ability can do so much more......
Why not abduct the a PC into the room with the big O?
Why not teleport into the room with big O and alert him to the threat, Bringing O into the fight earlier?
Why not abduct a PC into the surrounding forest? The range on this ability is pretty darn huge.
Why not put a PC into the shaft - then teleport up to the throne room and pull off the grate to allow the MOB into the shaft.
Now my concern here is twofold -
1) I don’t want to make things not fun for players ( I see players being very disgruntled with being teleported 4 miles into the forest alone, even though it's a sound strategy on the demons part )
2) Making the encounters too deadly. (having the MOB funnel down onto a lone PC while the rest of the party is otherwise occupied)
Who has run this and how much trouble did your PC's have with the challenges as written?
Any other ideas?
Anyone happen to have a e-mailable version or a link to the picture of the grell in the OG Fiend Folio - the full page one with it swooping down on the party?
hey all - just read JJ's article on stat blocks, and got to wondering: how do you all make up your stat blocks? I know there are programs to help with this stuff, but I've always found that pulling out a character sheet and scratch paper is the best way for me.
Getting ready to run the Mob of monkeys in Olrangru's crib and a question popped up.
Part of the description says "expert grappler" and the tactics block incorporates grappling as well.
OK so far......
But then it says Mobs cannot be grappled, under the mob anatomy.
So a grappled PC can escape the grapple -(yea right with its + 36 grapple)
but not pin, ect. I think it would be reasonable to say a PC could grapple an individual, dealing damage and killing it to reduce hitdice.
I ended last session with the T-Rex encounter - ( gotta love swallow whole... see the obits thread)
Anyway.. any advice for running this adventure? things you did you wish you hadnt? vice versa?
I found a thread with some great advice on upping Olangrau's creepout factor, I'll be usting some if that. Also I may have creepy things start happening in the Terror Bird forest.
I plan on simplifying the door trap in Dark Mtn. pass, to speed things along a bit.
Ameila got munched, Conrad too. ( i skipped some of SWW and homebrewed the sea journey) Avner, lirith, tavey, Dirt gnome and some other NPC's survived the wreck.
In another thread, some people were mentioning the overhead projector as a great game aid. I love the idea.
Follow this link of you dont know what I'm talking about:
http://www.d20srd.org/extras/mapProjection.htm
I would like some input from anyone who has actually done this and/or anyone familiar with photoshop (or similar recommended app) Specifically, I'm wondering:
A) how complicated is the process of layering, scaling and masking?
b) How would you get your maps to comply with the layering and such? Can you just DL the PDF maps from this site?
I'm handy and computer literate, but i'm not a tekkie/graphics
guy-- realistically how long would it take to prepare maps for projection? (I know the first few would be slower, learning curve and all that)
I'm DMing the STAP, but I ran WC a while back. I had a PC do a funny thing when the swarm came up into the false tomb area......
The party saw the swarm and the slasher coming, and most just ran, but the FTR got caught and was covered by critters. Having discovered the fire trap in the sarcophagus (the hard way) earlier, he ran over to it, covered in swarm, and opened it, again, and again, and again, each time taking burning hands damage, until the swarm died. He nearly bought it as well, but I rolled his damage and the swarms damage separately for each opening, and the swarm got the worst of it..
HI! I'm running the grimlock U cavern as part of an underdark side quest in the STAP. Ever since I first read 3Foe i thought it was pretty darn cool, Mearls and all.... so anyway....
My question-- the tactics column states the grimlocks attack light sources. Umm..... being blind just exactly how do they do that?
Maybe a torch or lantern could be smellable and thus attackable but my party is relying on sunrods. So really, I dont see how the locks will even know there is light. Am I missing something?
I really would like the grimlocks to snuff out the lights, but HOW??
Hello again! I am adding the Sable drake to the list of baddies for my PC's to deal with.
They have been hearing rumors about it for a while, and guess who is going to be at the Sea Wyvern when the PC's get back to Kracken’s Cove to claim it? The SABLE DRAKE!! YAY!
I plan on making this encounter so that the PC's can fight off the gobs, but are unlikely to be ablr to claim the Sable Drake for themselves.
To this end I will say that the Captain has in depth knowledge of the reefs protecting Krackens Cove, and perhaps the captain will also have a gasp--rope golem--(from some old dragon mag i dug up) Maybe the rope golem cannot leave the sable drake just yet due to some unexplained magical effect....humm.. This would make it so the PC's (all 4th level) are very unlikely to defeat the drake on the 1st encounter.
I plan on having the drake replace the blockade in SWW and then who knows.....
So has anyone run the Sable drake in any campaign? Pointers?
Looking for ideas here!
OK--so I'm suggesting to my players that they construct backup PC's prior to departure from Sasserine. These backup PC's will be crew on the Blue Nixie, and if needed will transfer over to the SW.
My question: How will this affect things further down the path? I do not want to open the door to a combat in which I'm separately running all the backups and the regular PC's. I know I can just surmise the results of any battle (between the Nixie and whomever)
I'm just loooking to avoid any pitfalls having PC level characters onboard the Nixie may create. Anyone further down the path have any reason to pooh-pooh the backup PC idea?
I have a group of five 4th level PC's about to storm the Vanderboren Manor. I feel like they are likely to be cut up and eaten!
It seems my group is a bit behind in levels. What levels were your PC's at this point in the BWG, and to what end?
Ok the I have a PC swashbuckler from the noble district fully trying to er.. romance.. Lavinia.
He's roleplaying it very well-- while the rest of the party is down at the arena betting 1000's of coppers on the bugbear vs. 4 wolves, he's at the Vanderboren manor, being supportive. He recommended his sword master to her, who she has now hired. (I saw she takes a level of SB in the Bullywug Gambit) The PC and her have spent days training together. His diplomacy checks are going well.
So at what point do you all think a DM should say "ok- she falls for you" It has been pointed out that she is in a vulnerable state...
BTW there is no LARPing allowed at my table, so no jokes! ;)
OK--My party kicked in the Taxidermests door during pre dawn twilight and came in axes a swingin. Nemien had little time to respond-and rather than face down the 6 assailants in the room, fled behind the secret door. When they discovered the door, he jumped down, hoping to save his skim by warning the Lotus Dragons.
We ended the sesh mid crawl with the PC's kicking butt and taking names (well.. no names were actually taken..)
My question is this--what would you have him do? I think he will lend aid to the Dragons in an attempt to prove his worth and save his skin.
Where would you place him in the guild hall? D11? They (PC's) trashed the training hall so thats out. He dosent seem the type to team up with creatures--(worg, ixixes or otherwise)
Would adding him to Rowans room be to heavy? He has burned hypnotic pattern already.
Ideas Welcome.
Thanks!
I'm in the first issue of the STAP and I had 3 PC's in negs on the Blue Nixie, and 2 PC deaths under Parrot Isle. I've read that this AP is a meatgrinder, so I'm thinking of upping the PC levels (with side treks) by one or maybe 2-- Has anyone else done this? Results?
I think it would be VERY groovy if there were STAP minis. They could be compatoble with the minis game. Maybe a booster pak for eash issue--so you would get lavina, some ravenous zombies, maybe a worg or a croc, maybe an ixititiaiaita (ray thingie) for the first issue, a bunch of bulllywugs and a stiltwalker or two for the second pack. I know it's late for this now, just saying how pleased I would be if there was a product like this. Anyone else think so?
Barnabas Harrigan - Human Male Captain
Mister Plugg - Human Male First Mate
Master Scourge - Human Male Swab Master
Ambrose Kroop - Human Male Cook
Cut-Throat Grok - Half-Orc Female Quartermaster
Peppery Longfarthing - Human Female Sailingmaster
Riaris Krine -Human Female Master Gunner
Habbly Quarne, the “Stitchman” - Human Male Ship’s surgeon and Carpenter
Kipper - Human Male Gunner’s Mate
Patch Patchsalt - Gnome Female Boatswain’s Mate
“Caulky” Tarroon - Human Female Captains Cabin Girl
Owlbear Hartshorn - Human Male
Crew
Swabs
Giffer Tibbs - Gnome Male
Jack Scrimshaw - Human Male
Rosie Cusswell - Halfling Female
Crimson Cogward - Human Male
Tilly Bracket - Human Female
Badger Medlar - Half-Elf Female
Shivikah - Human Female
Aretta Bansion - Human Female
Fipps Chumlett - Human Male
Jaundiced Jape - Half-Orc Male
Riggers
Slippery Syl Lonegan - Human Female
Tam "Narwhal" Tate - Dwarf Male
Maheem - Human Male
Ratline Rattsberger - Halfling Male
Conchobhar Turlach Shortstone - Gnome Male
Barefoot Samms Toppin - Human Female
A1. Foredeck: EXPLORED This raised deck stands some 10 feet
above the main deck (area A3), immediately behind the
bowsprit, which is shaped like a rearing dragon. The
foremast rises 30 feet above this deck.
A2. Poop Deck: EXPLORED This raised deck stands 15 feet above the main deck (area A3). 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 a pirate who beat the captain at dice. Gruft, the pirate, is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Pluck is unfriendly and possesses a considerable vocabulary of appalling curse words. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers.
A3. Main Deck: EXPLORED 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. An Escape Artist check is required to escape the bonds. 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 (same statistics as a rowboat) 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.
A4a. Armory: PARTIALLY EXPLORED Door is locked.
A4b. Magicians Laboratory: UNEXPLORED
A5. Captain’s Cabin: PARTIALLY EXPLORED Doors leading in are all locked.
A5a. Cabin Girl’s Quarters: UNEXPLORED
A5b. Storage Compartment: UNEXPLORED
A6. Middle Hold: UNEXPLORED
A7. Quartermaster and Cook’s Cabin: UNEXPLORED
A8. Galley:EXPLORED 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:EXPLORED - Looking around the stores, you note two huge barrels and six other containers; two wooden lockers, two wooden chests, a wooden trunk and a metal trunk. Also you can see, in the open, behind the Quartermasters desk, mundane equipment ranging from axes, hammers and nails, up to sleeping equipment and even a spyglass.
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 Strength check to lift. 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: EXPLOREDThe 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 ofmasterwork manacles with average locks are fixed to the bulkheads in the forward portion of the deck.
Group Two Wormwood Map Key:
A1. Foredeck: EXPLOREDThis raised deck stands some 10 feet above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.
A2. Poop Deck: UNEXPLOREDThis raised deck stands 15 feet above the main deck (area A3). 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 a pirate who beat the captain at dice. Gruft, the pirate, is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Pluck is unfriendly and possesses a considerable vocabulary of appalling curse words. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers.
A3. Main Deck: EXPLORED 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. An Escape Artist check is required to escape the bonds. 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 (same statistics as a rowboat) 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.
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 save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a f light of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10).There is a man 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). 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:EXPLORED 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:EXPLORED - Looking around the stores, you note two huge barrels and six other containers; two wooden lockers, two wooden chests, a wooden trunk and a metal trunk. Also you can see, in the open, behind the Quartermasters desk, mundane equipment ranging from axes, hammers and nails, up to sleeping equipment and even a spyglass.
A10. Lower Hold and Crew Berths:EXPLOREDSixteen 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 Strength check to lift. 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:EXPLOREDThe 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 masterwork manacles with average locks are fixed to the bulkheads in the forward portion of the deck.
Group Three Wormwood Map Key:
A1. Foredeck: UNEXPLORED
A2. Poop Deck: UNEXPLORED
A3. Main Deck: EXPLORED 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. An Escape Artist check is required to escape the bonds. 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 (same statistics as a rowboat) 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.
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: UNEXPLORED
A7. Quartermaster and Cook’s Cabin: UNEXPLORED
A8. Galley:EXPLORED
A9. Quartermaster’s Store:EXPLORED
A10. Lower Hold and Crew Berths:UNEXPLORED
A11. Bilges: UNEXPLORED.
DAYTIME 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 (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).
______________________
NIGHTTIME 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 (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).
_______________________
PIRATE ENTERTAINMENTS
_______________________
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.