Tag: book one

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  • A Pirate's Day

    The Wormwood works on discipline and routine. Captain Harrigan’s philosophy is that a busy swab is a tired swab, and tired swabs don’t pick fights with each other. After breakfast, the crew work at their allotted jobs until dusk, when they gather on the …

  • The Cook's Mate

    The PC who ends up as the cook’s mate is in for an interesting life. The ship’s cook, [[:ambrose-kroop]], spends half of his time drunk. At the start of each day, there is a 50% chance that Kroop is insensible and no help during the whole day. Otherwise, …

  • Ship Actions

    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. With the PCs potentially scattered across …

  • Theft

    h2. Theft, Pilfering, and Secrecy Aboard the _Wormwood_ The Wormwood is a pirate ship, filled with dubious and murderous characters at best. Theft is common, but the key is not getting caught. To perform any action unobserved, a PC must generally …

  • Recovering Gear

    One of the first challenges the PCs are likely to face is getting back their starting equipment, as well as adding to it. Everyone aboard the _Wormwood_ knows that the quartermaster, [[:cut-throat-grok]], oversees equipment and booty, which is what the …

  • Day 1

    h2. Day 1: A Keelhauling for Jakes Magpie The PCs’ first day aboard the _Wormwood_ sets the pattern for the succeeding days, as they get used to the routine of the ship and her crew. In general, days always follow the following format of work, leisure, …

  • Day 2

    h2. Day 2: Laying Down the Law This encounter occurs at dawn on the PCs’ second day aboard the Wormwood in the [[01-A10|crew berths]]. *Creatures*: Mere seconds after the bell tolls to summon the crew on deck, four pirates—[[:aretta-bansion]], [[: …

  • Day 8

    h2. Day 8: The Storm After a day of heavy winds and rain, a storm well and truly hits the _Wormwood_ on the eighth day. The ship is tossed about on the high seas and all hands are called on deck to work, including the cook’s mate. All of the crew is …

  • Day 11

    h2. Day 11: Trouble in the Sun Approaching the Slithering Coast, the waters become shallow and navigation is tricky. As the afternoon wears on, [[:mister-plugg]] calls the PCs together on the main deck. At his feet lie four crab pots. Plugg informs the …

  • Day 19

    h2. Day 19: Risky Games in the Bilges The PC whom Scourge hates the most (or a random PC, if no one particularly stands out) is assigned to [[01-A11|the bilges]] to help pump them out. The other PCs are assigned tasks as normal, though no others are …

  • Day 20

    h2. Day 20: Sails on the Horizon A lookout cries “Ship ahoy!” late in the afternoon, and [[:barnabas-harrigan|Captain Harrigan]] immediately turns the Wormwood to pursue its prey. As the evening wears on, the Wormwood gradually gains on the other ship, …

  • 01-P1

    h2. Welcome to the Sweet Trade The PCs wake up the following morning in the [[01-A10|dark hold]] of the Wormwood. They all remember the night before—the ringing laughter of a wild night, the heady joy of excess, the scents of rich stewed meat and …

  • Day 21

    h2. Day 21: Piracy! The _Wormwood_ closes on the ship sighted the previous day. Proceed to [[01-P2|Part Two]].

    |[[Day 19]]|[[Day 20]]|Day 21|||

  • 01-P2

    h1. Part Two: The Man’s Promise The PCs are about to get a taste of real piracy as the _Wormwood_ closes in upon a Rahadoumi merchant vessel called the _Man’s Promise_. As soon as she spots the _Wormwood_, the merchant ship flees, but her sails are no …

  • 01-V0

    h2. The Sea During the battle, the sea around the ships is calm (DC 10 Swim check). Characters who fall overboard can make a DC 10 Climb check to climb back aboard a ship.

    |||The Sea|||| |[[01-V1|Round 1]]|[[01-V2|Round 3]]|[[01-V3|Round …

  • 01-V1

    h2. Boarding Action The PCs must cross from the _Wormwood’s_ [[01-A2|poop deck]] onto the [[01-B3|aft deck]] of the _Man’s Promise_. They must first grapple the _Man’s Promise_, then climb or jump across to the other ship.

    |||[[01-V0|The …

  • 01-V2

    h2. Round 3: The Captain’s Back Whether or not the PCs have defeated the sailors on the aft deck, at this point the fog parts, allowing the PCs to see Captain Harrigan and two officers rushing madly for the doors to the captain’s cabin below the aft …

  • 01-V3

    h2. Round 5: Explosion! An explosion rocks the _Man’s Promise_, as [[:kipper]] sets off a barrel of alchemist’s fire somewhere belowdecks. Although badly burned, Kipper survives the explosion.

    |||[[01-V0|The Sea]]|||| |[[01-V2|Round 1 …

  • 01-V5

    h2. Rounds 7–10: The Battle Turns Through the fog, the PCs can see the Rahadoumi crew scattering or surrendering. Below, [[:barnabas-harrigan|Captain Harrigan]] momentarily appears, gripping what appears to be a human heart in his hands.

  • 01-V6

    h2. Round 11: Abandoning the Ship *Creatures*: A senior [[:r-officer]] and two [[:sailor|sailors]] appear on the main deck, intent upon fleeing in one of the [[01-B5|ship’s boats]].

    |||[[01-V0|The Sea]]|||| |[[01-V2|Round 1]]|[[01-V2| …

  • Skeleton Crew

    h2. Skeleton Crew At dawn, a few hours after the celebration finally winds down, the ship’s bell sounds, calling all hands on deck. When the crew is assembled, a long line of captured officers and sailors from the _Man’s Promise_ is brought on deck and …

  • 01-P3

    h1. Part Three: Bonewrack Isle The _Man’s Promise_ has been holed on the edges of a coral reef surrounding a small tropical island, called Bonewrack Isle. A huge ridge towers over the island’s western portion. A single raised tor glowers across the …

  • 01-D1

    h2. D1. Riptide Cove bq). High cliffs surround a deep cove churning with dark seawater.

    |D1. Riptide Cove|[[01-D2|D2. The Neck]]|[[01-D3|D3. The Fronds]]|[[01-D7|D7. The Gullet]]|