About The Changing TideRoll20 Maps:
Crew of the Wormwood:
Officers Barnabas Harrigan - Human Male Captain
Crew Swabs
Riggers
Wormwood Maps:
Group One Wormwood Map Key:
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
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
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
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
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. |