DM Mego's - Skull and Shackles

Game Master Megolopolis

No waters are as dangerous as those of the Shackles. Nestled just below the Eye of Abendego lies the Fever Sea; ripe with ancient ruins, sunken treasure, and rich shipping lanes where any man or woman with ambition, guile, and a good pair of sea legs could make a name for themselves.


Map of the Wormwood:
The Wormwood

The Wormwood:

  • A1. Foredeck: This raised deck stands some 10ft above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30ft above this deck.
  • A2. Poop Deck: This raised deck stands 15ft above the main deck (area A3). The mizzenmast rises 30ft above this deck. The ship's bridge protrudes forward of the mizzenmast, and holds the ship's wheel.
  • A3. Main Deck: The ship's main deck runs between the foredeck and the poop deck. The mainmast rises from the center of the deck, extending 60ft 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.
  • A4. Officers' Quarters: Cramped quarters filled with hammocks and sleeping mats and a row of lockers. Two doors lead to the main deck and a set of stairs descend sharply into the middle hold.
  • A4a. Armory: A tiny chamber crammed with chests and neatly ordered weapon racks. Domain of Master Gunner Riaris Krine.
  • A4b. Laboratory: A cramped cabin overwhelmed with curious and unsettling objects. Domain of Sailing Master Peppery Longfarthing.
  • A5. Captain's Cabin: A spacious cabin and well decorated. Officers meet in the Captain's Cabin for meals every night. A set of steep stairs lead up to the Captain's Cabin from the Middle Deck.
  • A5a. Cabin Girl's Quarters: A small compartment with a simple cot.
  • A5b. Captain's Storage: A small portside compartment for the Captain's use.
  • A6. Middle Hold: This is the ship's main cargo hold. Stored here are pigs kept in pins, and various cargo. One set of stairs in the forward section lead up to the officers' quarters, another set of stairs to the aft leads up to the captain's quarters, and in the middle are a set of stairs that lead up to the main deck, and a set of stairs that lead down into the lower deck. To the foremast, is chained Owlbear Hartshorn.
  • A7. Quartermaster and Cook's Cabin:
  • A8. Galley:
  • A9. Quartermaster's Store:
  • A10. Lower Hold and Crew Berths:
  • A11. Bilges:



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Additional Rule Sets:
Basic additional rules for ship actions and other ship related rules.
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Ship Actions:

PC's may take 1 Daytime Ship Action during the day; 1 Nighttime Ship Action during the night; and may take up to 2 additional Nighttime Ship Actions (that are marked with an asterisk) during the "Middle Watch" in the dead of night, 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 (Availability of the NPC may vary day to day and night to night).

  • 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 Stealth check or Sleight of Hand check (depending on the actions of the PC) 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. See Pirate Entertainment below.

  • Entertain: Make one Perform check to entertain the crew. See Pirate Entertainment below.

  • *Influence: Attempt to influence a single NPC (Availability of the NPC may vary day to day and night to night).

  • *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 Stealth check or Sleight of Hand check (depending on the actions of the PC) to avoid being discovered.

  • *Steal: Attempt to open a locked door or locker. The PC must make a Stealth check or Sleight of Hand check (depending on the actions of the PC) to avoid being discovered.

Pirate Entertainment:

  • Entertain the Crew: Those who wish to entertain the crew with a song, story, instrument, or dance must make a d20 Perform Check against a DC 20. A successful check grants the performer a +2 circumstance bonus to all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. A Perform check below a 9 however that the next time the performer tries to entertain the crew they will be ignored, unless they Bluff or Intimidate the crew with a successful skill check at a DC 15.

  • Arm Wrestling: Conducted on a barrel top covered in broken glass, knives or caltrops; participants make opposed Strength checks. Loser takes 1d2+Winner's Strength Modifier.

  • Hog Lob: Participants lob a lead ingot covered in a greased piglet skin as far as possible; participants make opposed attack rolls using their CMB modifier with a -4 penalty for using an improvised weapon (unless the participant has the Throw Anything feat). The result in the roll is equal to the number of feet the "Hog" is lobbed.

  • Heave: Is a drinking game where each participant drinks half a pint of rum in one swig, requiring a Fortitude Save (DC 15). If the save fails the participant takes 1d3+1 Constitution Damage. Each round of drinks the DC for the save increases by +3. The winner is the last participant standing.

Rum Rations:

Rum Rations are distributed in the evening with the daily meal.
Type:ingested; Addiction: minor, Fortitude DC 5
Price: 2sp
Effect: variable, +1d4 alchemical bonus to Charisma and fatigue for 1d8 hrs
Damage: 1d3 Constitution Damage

Fatigue:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Exhausted:

An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Ship Roles:

  • Captain: The ultimate authority on any ship, his word is law to all on board. The captain chooses where to sail, what to plunder and who fills the other stations aboard the vessel, among many other command decisions.
  • First-Mate: Duties are generally determined by the captain, but upholds the captain's orders and rules. Oversees the daily operation of the vessel.
  • Boatswain: The boatswain or bosun, is responsible for the upper deck of the vessel and above. This makes the boatswain accountable for all rope, rigging, anchors, and sails. At the start of the day, the boatswain and those under her weigh anchor, raise the sails and report on the general condition of the ship's deck to the captain. As she oversees many of the ship's basic daily labors, the boatswain is often responsible for keeping discipline and dispensing punishment.
  • Master-At-Arms: Concerned with the security of the ship, the fitness of the crew, and the dispensing of justice, the master-at-arms typically is the most feared and dreaded of a ship's officers.
  • Quartermaster: The quartermaster oversees the supplies and items stored aboard the ship. She maintains the supplies of food and weaponry, oversees the disbursement of food to the cook, and doles out the rum ration to the crew.
  • Master Gunner: The master gunner is in charge of all the shipboard artillery, ensuring moisture and rust don't ruin the weapons and that the crew knows how to use them. On board ships with firearms, the master gunner maintains the vessel's cannons, firearms, and powder supplies; on ships without such weapons, she maintains the ballistae, catapults, and so on.
  • Cook: While the quartermaster normally allocates the rations, the cook and his apprentices make and distribute meals to the crew. Although some better-outfitted vessels employ skilled cooks to attend to the captain and the officers, many cooks are drawn from the crew members who have suffered crippling injuries, allowing them to still serve even after such trauma.
  • Carpenter/Surgeon: No matter what enchantments or alchemical unguents augment a pirate ship, its heart and bones are still wood. This simple fact makes the carpenter one of the most important positions aboard any vessel. Carpenters are chiefly responsible for maintaining the shop below deck, finding and plugging leaks, repairing damage, and replacing masts and yards. As the crew member most skilled with the saw, the carpenter typically serves as a chip's surgeon as well-- bones cut just as easily as timbers.
  • Cabin Boy/Girl: Servant to the captain and other officers, this low-ranking and typically young crew member assist other sailors in their duties and runs various errands across the ship, requiring him or her to gain a measure of understanding of almost all the ship's roles.
  • Rigger: Riggers work the rigging and unfurl the sails. In battle, next to that of a boarding party, the riggers' job is one of the most dangerous, as they pull enemy vessels near enough to board.
  • Swab: Any sailor who mops the decks. Also used as slang for any low-ranking or unskilled crew member.

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Daily Tasks:
Roll one d6 at the beginning of each day to determine what your daily chores are, please refer to your assigned position for the appropriate chore.
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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 30ft 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, 50fr up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.

  • (4) Rope Work: Handle 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 60ft 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, 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 below decks, 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 check 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 Swab Tasks: Man the Bilges above.)

  • (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 Swab Tasks: Man the Bilges above.)

  • (5) Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook's mate must drink an additional Rum Ration (See Rum Rations above.), 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.

  • *Cook's Mate Tasks: Every day there is a 50% chance that Kroop may be too drunk to assist in preparing the day's meals. On days that he is too incapacitated the PC must also make the cooking check that day, a DC 10 Profession (cook) or Intelligence check. Also all checks that day are at a -4 penalty because of all the work, if the PC makes any other actions other than Work Diligently, all work checks automatically fail, nor does the PC gain the usual +4 bonus for Work Diligently.

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NPC Name - Ship Position - Attitude:
Some NPCs do not have an attitude because they are not available to shift their disposition.
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