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game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions

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game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:15] – [Rigger] Bryan Stephensgame_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:16] – [Swab] Bryan Stephens
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 ==== Swab ==== ==== Swab ====
-|1.|Man the Bilges.|Vile and sweaty work cleaning out the bilges (area A11), 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.| +|1|Man the Bilges.|Vile and sweaty work cleaning out the bilges (area A11), 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 belowdecks, 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.| +|2|Rat Catcher.|Catching rats and other vermin belowdecks, 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 or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.| +|3|Swab the Decks.|Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.| 
-|4.|Hauling Rope & 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.| +|4|Hauling Rope & 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 (areas A4 and A5), 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.| +|5|Runner.|Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), 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.|+|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 ====
  
game_systems/pathfinder/skull_shackles/campaign_resources/wormwood_actions.txt · Last modified: 2023/01/12 15:18 by Bryan Stephens