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game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions

Actions and Duties on the Wormwood

Daily Actions the PCs can Take on the Ship

Daytime Ship Actions

Work DiligentlyGain a +4 bonus on any one check for a job’s daily task
InfluenceMake normal checks for a job’s daily task and attempt to influence a single NPC
SneakMake 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)
ShopTake a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store
ShirkMake 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

SleepGo to bed early and sleep through the night (automatically recover from fatigue)
GamblePlay or gamble on a game of chance or pirate entertainment (see page 67)
EntertainMake one Perform check to entertain the crew
InfluenceAttempt 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 AttitudeDiplomacy/Intimidate/Bluff DC
Hostile25+ creature’s Cha Modifier
Unfriendly20+ creature’s Cha Modifier
Indifferent15+ creature’s Cha Modifier
Friendly10+ creature’s Cha Modifier
Helpful0+ 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.

ActionDC
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

RollTask
1Rigging RepairThe 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.
2Line WorkHard 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.
3Upper Rigging WorkWork in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.
4Rope WorkHandling 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.
5LookoutA climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.
6Mainsail DutiesTough 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

1Man the BilgesVile 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.
2Rat CatcherCatching 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.
3Swab the DecksBackbreaking 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.
4Hauling Rope & Knot WorkTying 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.
5RunnerPassing 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.
6RepairsThings 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

1,2CookingAssisting 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.
3FishingCatching 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).
4Turtle HuntingHunting 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).
5Bull SessionDrinking 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.
6Special OccasionCaptain 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
game_systems/pathfinder/skull_shackles/campaign_resources/wormwood_actions.txt · Last modified: 2023/01/12 15:18 by Bryan Stephens