
I'm actually kind of leaning towards the latter as it will give everybody the chance to properly introduce their character's appearance, mannerisms, and personality. We can either hop right into the module with you scurvy lot waking up in the hold of the ship or we can briefly (one or two posts) roleplay the night before at the Formidably Maid where you were all taken, by various means, into the employ of your new captain. Last but not least I would like to take a vote. Suitable examples include, a light weapon, holy symbol, spell component pouch, or thieves' tools Anybody who wishes may make a sleight of hand check (DC 10) to retain one reasonable object.

*- The pirates were neither terribly thorough nor bright. Keep them marked on your sheets but know that you cannot make use of any of them. Secondly, all your worldly possession save your mundane outfits have been stolen*. Welcome aboard the Wormwood mateys! A few matters to attend to before we begin in earnest!įirst of all, ye may begin brawlin' fer speech formats. Helpful (Persuaded by Anika via dream shenanigans) Players who do not post during a nighttime cycle will be assumed to be Sleeping. Players who do not post during a daytime cycle will be assumed to be Working Diligently.
The wormwood mutiny pdf download Pc#
The PC must make a check to avoid being discovered Steal*: Attempt to open a locked door or locker. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered Sneak*: Take time exploring one area of the ship.

Influence*: Attempt to influence a single NPC Gamble: Play or gamble on a game of chance or pirate entertainmentĮntertain: Make one Perform check to entertain the crew Sleep: Go to bed early and sleep through the night (automatically recover from fatigue) The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered. Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship.

Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store. 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)

Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC. Work Diligently: Gain a +4 bonus on any one check for a job’s daily task. You may never take 10 on an ability check. If you have at least one rank in the required skill you may take 10 on that check. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day. In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounger for gear, interact with their shipmates, or attempt to influence NPCs.Įach PC can normally take two ship actions each day, one during the day and one at night.
