====== Actions and Duties on the Wormwood ====== ===== Daily Actions the PCs can Take on the Ship ===== ==== 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| |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|Make 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 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 page 67)| |Entertain|Make one Perform check to entertain the crew | |Influence|Attempt to influence a single NPC (See below)| |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)| ===== Influencing Others ===== The crew of the Woorwod come from diverse backgrounds and vary enormously, and have very different initial attitudes toward the PCs that reflect their personal histories. Some of these characters are just plain nasty and hostile (particularly those who toady up to Mr. Plugg and Master Scourge), while others are more friendly, but even the most hostile NPC can be befriended with luck or chance. With the exception of most of the ship’s officers, the PCs can interact with any of the crew NPCs during their time. on the Wormwood, and the PCs can attempt to change an NPC’s attitude using **Bluff** (to pretend to be friendly), **Diplomacy** (to be genuine), or **Intimidate** (to frighten an NPC into submission). These checks are treated as Diplomacy checks to change a character’s starting attitude (regardless of the actual skill used), but they take time. Each check requires a ship action and a PC can only attempt one such check each day against a given NPC. //There is no right or wrong way to approach these characters//, but some NPCs have characteristics that influence their thinking, which can be discovered with a DC 15 **Diplomacy** check to gather information or a DC 15 **Sense Motive** check, taking the action for the day. Changes in an NPC’s attitude remain in place unless the PCs change it again through some action. Friendly NPCs help out their shipmates during the day. A friendly NPC can provide a +2 bonus on any single job task skill check made by a PC (see above), provided the NPC has ranks in the appropriate skill. Helpful NPCs provide aid not only during the day as above, but also at night, providing a +2 bonus on checks to influence other NPCs, or on checks for pirate games and entertainments. Helpful NPCs are also happy to lend money or equipment (up to half their ready cash) or perform other actions at your discretion. Hostile or unfriendly NPCs tend to stick together with Mr. Plugg and Master Scourge in the evenings, where their talk is at the expense of the PCs and their friends. |Starting Attitude|Diplomacy/Intimidate/Bluff DC| |Hostile|25+ creature’s Cha Modifier| |Unfriendly|20+ creature’s Cha Modifier| |Indifferent|15+ creature’s Cha Modifier| |Friendly|10+ creature’s Cha Modifier| |Helpful|0+ creature’s Cha Modifier| **Succeed** If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. **Fail** If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step. =====Performing Covert Actions===== The PC should make an appropriate skill check (usually Sleight of Hand or Stealth) to represent a typical situation, using the following guidelines to set the DC of the check. Failing by 4 or less means the PC is merely disturbed and is unable to complete the action. Failing by 5 or more means the PC is caught red-handed by a random crew member & might be turned over to Master Scourge for discipline. ^Action^DC^ |Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed.|20| |Attempting a stealthy action where there is a chance of discovery, such as visiting the quartermaster’s store during work, exploring a room during the day, or attempting to open a chest in a room while its occupants are sleeping.|15| |Attempting a stealthy action under cover of a suitable diversion, such as attempting to open lockers when the rest of the crew are working or on deck enjoying themselves.|10| ===== Crew Tasks ===== ==== Rigger ==== ^Roll^Task^ |1|Rigging Repair|The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet 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, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.| |4|Rope Work|Handling 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 60 feet 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 ==== |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.| |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.| |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.| ==== Cook's Mate ==== |1,2|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 the swab task Man the Bilges).| |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 the swab task Man the Bilges).| |5|Bull Session|Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, 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|