Crab

The Changing Tide's page

816 posts. Alias of DarkestHeart.


About The Changing Tide

Crew of the Wormwood:

Officers

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

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
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.