Skull & Shackles

Wormwood: The Storm!

DAY 8: The Storm

A Pirate’s Day (Pg.23)
Swab:Mainsail Duties/Line Work
Rigger:Upper Rigging Work/Rigging Repair
Cook’s Mate:Rope Work/Upper Rigging Work
Weather: Storm; pg 28.


Weathering the storm by john tansey d38r04h

After a day of heavy winds and rain, a storm well and truly hits the Wormwood on the eight day. All hands (including the cook’s mate) are called on deck to work in the rigging (All DCs +2).

-The crew must stay up all night battling the storm; there is no evening rest or entertainment. They must complete second rigging task through the night.

  • DC 14 Constitution check to avoid becoming fatigued at the end of the second shift.
    -PCs that are already fatigued and fail this check become exhausted and drop to sleep at work, an act that earns 6 lashes the following day as punishment.

At some point during the storm Sandara Quinn falls overboard.

  • Chip tied himself off, handed the rope to Rumli, and dove overboard. Flailing the in stormy see he was eventually dragged back onboard.
  • Mikki tossed Sandara a rope and with aid, pulled her on deck.

DAY 9

A Pirate’s Day (Pg.23)
Swab:Repairs
Rigger:Rigging Repair
Cook’s Mate:Special Occasion
Weather: Weakening Storm; -2 on Rigger work.


Perfect storm by iardacil

After the storm, the PCs are assigned a normal day’s task without rest.
Fort DC 18 to avoid becoming fatigued or exhausted.
-PCs that are already fatigued and fail this check become exhausted and drop to sleep at work, an act that earns 6 lashes the following day as punishment.

DAY 10

A Pirate’s Day (Pg.23)
Swab:Swab the Decks
Rigger:Rigging Repair
Cook’s Mate:Cooking
Weather: Normal.


DAY 11: Trouble in the Sun

A Pirate’s Day (Pg.23)
Swab:Man the Bilges
Rigger:Lookout
*Cook’s Mate:
Turtle Hunting
Weather: Normal.


Approaching the Slithering Coast, the waters become shallow and navigation is tricky. Mr. Plugg calls the PCs together on the main deck. Four crab pots lie at his feet. The captain wants fresh crab for dinner.

They are instructed to swim to a reef 200ft away.

  • Four crabs are caught, filling one pot before 3 reefclaws swim out from cover, eager to get a rare taste of human flesh.

The PCs kill the reefclaws and bring them back aboard the Wormwood, each filling a crabpot themselves.

Reefclaw

[Pg 29 for Reefclaw statistics]

DAY 12

A Pirate’s Day (Pg.23)
Swab:Man the Bilges
Rigger:Mainsail Duties
Cook’s Mate:Turtle Hunting
Weather: Heat Wave; Fatigue DC + 2.


DAY 13

A Pirate’s Day (Pg.23)
Swab:Swab the Decks
Rigger:Upper Rigging Work
Cook’s Mate:Cooking
Weather: Heat Wave; Fatigue DC + 2.


DAY 14: Boarding School

A Pirate’s Day (Pg.23)
Swab:-
Rigger:-
Cook’s Mate:-
Weather: Normal.


The PCs are excused from regular work today, as they are to be trained in boarding.

Riaris Krine, the Wormwood’s peg-legged master gunner, screams with a vile tongue and orders 2 PCs at a time onto a jolly boat.
Throwing a grappling hook:

  • Ranged attack roll; AC 5. At 40ft the PCs have a -6 to their attack roll.
  • Once the hook is set, the PC must tie the rope off as a move action, then shimmy up the rope Climb DC 15.
  • As they climb, 4 pirates throw refuse at them. If hit, a DC 10 Reflex save or fall into the water.
  • After 3 attempts each, Krine is satisfied.
    -If a PC fell 3 times they are given 6 rope bashes after the exercise.
  • Grunk Skullsplitter performed the best but due to his later death, Mikki, the second-best boarder was placed in command of the next boarding party.

DAY 15

A Pirate’s Day (Pg.23)
Swab:Rat Catcher
Rigger:Lookout
Cook’s Mate:Bull Session
Weather: Normal.


DAY 16

A Pirate’s Day (Pg.23)
Swab:Swab the Decks
Rigger:Lookout
Cook’s Mate:Cooking
Weather: Normal.


DAY 17: Unpleasant Duties

A Pirate’s Day (Pg.23)
Swab:Hauling Rope and Knot Work
Rigger:Upper Rigging Work
Cook’s Mate:Special Occasion
Weather: Normal.


The crew seems to have polarized, those loyal to Mr. Plugg treat the PCs with outright hostility.

Master Scourge has convinced Mr. Plugg that the PCs are no good.
Mr. Plugg takes personal interest in the PCs, noting each mistake for punishment; generally trying to bully and humiliate them.

DAY 18

A Pirate’s Day (Pg.23)
Swab:Swab the Decks
Rigger:Rigging Repair
Cook’s Mate:Cooking
Weather: Normal.


DAY 19: Risky Games in the Bilges

A Pirate’s Day (Pg.23)
Swab:Runner
Rigger:Upper Rigging Work
Cook’s Mate:Fishing
Weather: Normal.


Grunk, after being insubordinate the previous day is assigned to pump the bilges.

  • On his way to the bilges Grunk bumps into Master Scourge and Mr. Plugg, who search him for any weapons and forcibly removes them.
  • Two hostile pirates also man the bilge pumps. [Perception DC 12]
  • Immediately upon descending the ladder, without provocation, Grunk punched the nearest pirate.
  • The pirates drew hidden knives and stabbed the reckless half-orc to death.

[Wormwood Pirate statistics Pg.20]

DAY 20: Sails on the Horizon

A Pirate’s Day (Pg.23)
Swab:Man the Bilges
Rigger:Lookout
Cook’s Mate:Bull Session
Weather: Normal.


During the evening meal Master Scourge keelhauls Tam ‘Narwhal’ Tate for the murder of Grunk.

Horizon

Late in the afternoon, from the crow’s nest Fabur Rumli eyes a ship in the distance.
Captain Harrigan immediately turns the Wormwood to pursue it’s prey.
As the evening wears on, the Wormwood gains gradually on the other ship, what appears to be a merchant vessel, and by dawn, less than half a mile separates the two.

DAY 21: Piracy!

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Wormwood: A Rude Awakening

DAY 1: A Keelhauling for Jakes Magpie

A Pirate’s Day (Pg.23)
Swab:Swab the Decks
Rigger:Rope Work
Cook’s Mate:Fishing
Weather: Normal.


The PCs awake in the dark hold of the Wormwood. They remember the night before: the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and perfume lingering in their nostrils.

-The next thing they feel is a pounding headache, the sickly taste of cheap wine in their mouths, the hard floor, the rhythmic creaking, and the feeling of the room swaying as if they were still drunk.

Master Scourge wakes the PCs “Still sleepin’ prettys? On y’ur feet, ye filthy swabs! Get on deck and report for duty, ‘efore the Cap’n flays your flesh and Fishguts cooks ya up!”
-Pcs equipment is missing.

When the PCs reach the main deck, it’s quickly apparent that they are on a sizable ship in the middle of the ocean, far from any land. The PCs notice there seem to be four other recruits, a dozen or so pirates, existing members of the crew stand about on the deck or in the ship’s rigging.
Captain Barnabus Harrigan addresses the crew: "Glad you could join us at last! Welcome aboard the Wormwood! My thanks for ‘volunteering’ to join me little crew. I am called Captain Barnabus Harrigan! I have one rule, don’t speak to me, you will have no need. I like talk, but i don’t like your talk. Follow that rule and we’ll get along fine.
“Oh, and one more thing. Even with you new recruits, we’re still short handed, and I aim to keep what crew i have. There’ll be a keelhaulin’ for anyone caught killing anyone. Mr.Plugg! If you’d be so kind as to make pirates outa these land lubbers.”
He nods and says goodday.

Mr. Plugg’s Tests

  • Rigging: Rumli was fastest to the crow’s nest.
  • Cook’s Mate: Toad reluctantly volunteered.
  • Swab: Chip and Mikki were made swabs.

-Sandara Quinn approaches the PCs the first chance she gets she lets the PCs known that friends are handy to have on a pirate ship and returns to them essential items.

Mikki: Rapier, Cutlass.
Chip: Gunsmith’s Kit, Pistol
Rumli: Boarding Axe, Throwing Axe (1)
Toad: Sling Staff, Spell Component Pouch

Jakes Magpie is keelhauled before the evening meal.

DAY 2: Laying Down the Law

A Pirate’s Day (Pg.23)
Swab:Rat Catcher
Rigger:Rigging Repair
Cook’s Mate:Cooking.
Weather: Normal.


Just after the bell tolls to summon the crew on deck, Aretta Banison, Flipps Chumlet, Jaundiced Jape, and Slippery Syl Lonegan block the PC’s path.

-“Master Scourge don’t like you. Thought maybe you could be pounded into shape.”

The PCs beat the pirates into submission.

DAY 3

A Pirate’s Day (Pg.23)
Swab:Repairs
Rigger:Line Work
Cook’s Mate:Cooking
Weather: Normal.


DAY 4: Something in the Bilges

A Pirate’s Day (Pg.23)
Swab:Hauling Rope and Knot Work
Rigger:Upper Rigging Work
Cook’s Mate:Fishing
Weather: Blistering.


Mid-morning on the fourth day, young Jack Scrimshaw rushes on deck. He was on bilge-duty and claims that something big swam out of the bilge water and bit him.

Plugg assigns the PCs to get down to the bilges: “Don’t bother coming out until whatever is down there is dead!”
Six dire rats have gnawed their way out of a dodgy barrel of barley the captain picked up in Port Peril on the cheap. They’ve taken residence in the brackish water in the bilges. Today the weather is so blistering that the bilges are considered very hot (Fort DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves).

Dire rat

The PCs slayed the dire rats below and earn respect and favor.

DAY 5: The Owlbear

A Pirate’s Day (Pg.23)
Swab:Runner
Rigger:Rope Work
Cook’s Mate:Turtle Hunting
Weather: Normal.


After the evening meal, Plugg and his cronies lead Owlbear Hartshorn on deck for ‘a bit of sport’, Plugg dares one of the PCs to take him on—bare-knuckle fists or wrestling only.
  • Plugg tosses down a purse of 100gp as a wager on Owlbear.
  • The PCs can choose which of their own will fight Owlbear, and can bet on their chosen champion—winner takes the entire pot.

Toad reluctantly stepped forward to be smashed by the brute.

DAY 6

A Pirate’s Day (Pg.23)
Swab:Hauling Rope and Knot Work
Rigger:Lookout
Cook’s Mate:Bull Session
Weather: Heavy Rain.


DAY 7: A Building Storm

A Pirate’s Day (Pg.23)
Swab:Runner
Rigger:Mainsail Duties
Cook’s Mate:Bull Session
Weather: Building Storm; -2 on Rigger work.


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Wormwood: Piracy at Last!

A Rahadounmi merchant vessel has been spotted on the horizon.
The ship immediately tries to flee but its sails are no match for The Wormwood, which closes the gap over 12 hours.

Within an hour of the merchant vessel, Capt. Harrigan commands Kroop and Toad to slaughter half a dozen sharks, slit their throats, and throw them overboard.


As The Wormwood closes the PCs are summoned by Riaris Krine, the master gunner.

-"The ship’s wheel is on the aft deck below the sterncastle.
You’re going to grapple over,
kill the guards on the sterncastle,
and guard the ship’s boats.
Kill anyone who tries to escape on one of the boats.

Don’t move from the wheel until the fighting’s done, or you’ll answer to me!
When we get close it’s going to get foggy.
Just stick to what I told you to do!"

The PC that performed best in boarding training is put in charge of the boarding party.

-A DC 15 Bluff or Diplomacy check can convince Krine in the importance of their mission and choose 2 NPC pirates to join them.


Closing for Boarding
At 120 ft apart the ships begin exchanging missiles.
-The closest targets are on the sterncastle (A4).
-The Wormwood closes 30 each round for 4 rounds.
-Banks of heavy mist envelop the enemy ship due to several fog cloud spells cast by Peppery Longfarthing. [A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).]

Sharks in the Water Pg.32


Round 1: Boarding Action
The PCs must cross from the Wormwood’s poop deck (A2) onto the aft deck of the Man’s Promise (B3).

  • Ranged attack roll; AC 5. At 25ft the PCs have a -2 to their attack roll.
  • Once the hook is set, the PC must tie the rope off as a move action, then shimmy up the rope Climb DC 15.
  • The PCs are flat-footed for the first round after boarding.
    Six Rahadoumi sailors guard the aft deck of the Man’s Promise. Pg.32

Round 3: The Captain’s Back
The fog on deck parts, allowing the PCs to see Captain Harrigan and two officers rushing madly for the doors of the captain’s cabin.

  • DC 10 Perception: Notice a Rahadoumi sailor sneaking up behind the captain.
    If a PC attacks and hits the sailor or warns Harrigan he turns just in time to slay the sailor. Harrigan glances up at the PC who acted and nods in recognition.
    If the PCs take no action the sailor hits the captain from behind. He slays his attack and looks around and notices the PCs who could have warned him.

Round 5: Explosion!
Kipper sets of an explosion of alchemist’s fire somewhere belowdecks. Though badly burned he survives the explosion.


Round 6: Fleeing Sailors
Three Rahadoumi sailors (Pg.32) appear out of the fog, hoping to board the starboard
ship’s boat (A5). Uninterrupted, they release the boat in 2 rounds.


Rounds 7-10: The Battle Turns
Through the fog, the Pcs can see Rahadoumi crew scattering or surrendering.
Below, Captain Harrigan momentarily appears, gripping what appears to be a human heart in his hands.


Round 11: Abandoning the Ship

  • A Rahadoumi officer (Pg.33) and two sailors make for the ship’s rowboats (B5).

Aftermath
After 16 Rounds, the battle ends with the pirates victorious.

  • A line of prisoners is paraded before the Captain.
    Aboard the Wormwood, a party begins. The pirates celebrate victory with fine food and drink from the Man’s Promise’s hold.
    Captain Harrigan holds an officer’s meeting and divvies up the plunder.
    -The PCs share is on Pg.34

During the Celebrations the PCs can make 5 ship actions or do nothing but drink and revel as most the crew does.


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Man's Promise: Skeleton Crew

After the celebration finally winds down, everyone is called on deck at dawn.
A long line of captured officers and sailors is brought on deck.
Capt. Harrigan addresses the captives first, offering them a place among the Wormwood’s crew.

  • Several Rahadoumi sailors step forth, Master Scourge cuts their bonds and they join the pirates.
    “All right you scurvy tars! You’ve done good by me, we’ve got a second ship now! Quite a beauty from the look of her. I still have only one crew, so here’s the plan:
    the Wormwood will sail to our planned destination, Mr. Plugg here will choose a skeleton crew to sail the Man’s Promise back to Port Peril where she’ll be worth a pretty penny as salvage.”
    “As for these fine fellows here, they may choose a life as pirates or spend the rest of their lives at sea.”
  • To make his point Harrigan roughly grabs a robed, female Rahadoumi, smells her hair for a moment and tosses her overboard.
  • The remaining sailors scramble to swear loyalty to Harrigan.

Master Scourge and Mr. Plugg begin walking through the pirate ranks, shoving those they select toward the Man’s Promise.
“You’ll be on deck in 20 minutes, ready to make sail for Port Peril. Collect your swag and make haste!”
-The PCs can visit the quartermaster’s store once more and say any goodbyes.

  • As her only favor, she asks for Rumli to look out for Fishguts, he’s an old, fat coward and she doesn’t know if she’ll ever see him again once he’s under Plugg’s command.
  • She gives Mikki the Boarding Axe of Repelling, taken from the Rahadoumi officer they captured, to give to whichever PC she sees fit.

Scourge and Plugg select the following pirates to board the Wormwood:

  • Scourge selects the PCs directly
  • Plugg brings along Owlbear
  • Ambrose ‘Fishguts’ Kroop
  • Conchobhar Shortstone
  • Rosie Cusswell
  • Sandara Quinn
  • Crimson ‘Cog’ Cogward
  • Barefoot Samms Toppin
  • Jack Scrimshaw
  • Jill Scrim
  • Flipps Chumlet
  • Jaundiced Jape
  • Slippery Syl Lonegan
  • And 5 Rahadoumi sailors

DAY 1: New Ship, Old Rules

  • Capt. Plugg assigns Master Scourge, Flipps Chumlet, Jaundiced Jape, Slippery Syl Lonegan, Sandara Quinn, and Barefoot Samms Toppin to sleep in the Officer’s Quarters B6. Everyone else, the PCs included are to sleep below deck B9.

As they set sail Plugg and Scourge address the skeleton crew.

  • This is a new ship, but the rules are the same..
  • All crimes will now be punished with the cat instead of whip.
  • The crew is small and everyone will have to work harder, +2 DCs.
  • When the evening meal is served Capt. Plugg explains that he does not believe in rum rations or entertainment. After the meal everyone is expected to be in their quarters, any man caught above deck without leave will get 6 lashes with the cat o’ nine tales.

DAY 2: Whispers of Mutiny

  • Friendly PCs begin whispering their concerns on the second day. If they’re to sail to Port Peril what will become of the press-ganged crew?
  • Sandara and Rosie believe the Plugg & Scourge mean to take the Man’s Promise for their own.
    -The PCs or a friendly NPC surmise that they have changed course east, toward Bloodcove, a notorious port on the edges of the Mwangi Expanse.
  • During the evening Fishguts says that he knows where they might be heading: a dry-dock called Rickety’s Squibs; providing new identities, lines and rigging, the silhouette, making the ship unrecognizable.

DAY 4: A Storm & A Slithering Host by Night

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