This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionLast revisionBoth sides next revision | ||
game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:15] – [Rigger] Bryan Stephens | game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:17] – [Swab] Bryan Stephens | ||
---|---|---|---|
Line 66: | Line 66: | ||
==== 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, | + | |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, |
- | |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 ==== | ||