Page 201 - ghosts-of-saltmarsh
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NOTICING THREATS                                    Once all the checks related to the group check have
          Use the passive Wisdom (Perception) score of the player   been rolled. the ship's success or failure is determined.
          characters or the crew to determine whether anyone on   Hazards offer four levels of  success or failure deter-
          the ship notices a hidden threat. The crew has a passive   mined by the results of the ship's group check. A total
          Wisdom (Perception) score equal to 10 +the  crew's   success or a total failure occurs when every roll in the
          quality score. The OM might decide that a threat can be   group check is a success or a failure, respectively.
          noticed only by characters in a specific area of the ship.
                                                            DETERMINING HAZARDS
          For example, only characters below deck might have a
                                                            Traveling by sea is an innately dangerous proposition.
          chance to hear or spot a creature hiding on board.
                                                            When running an ocean adventure, you can select haz-
          REPAIR (BOSUN ONLY)                               ards based on the needs of  your campaign or generate
          At the end of the day, the ship's bosun can make a   them randomly.
          Strength check using carpenter's tools. On a 15 or   To determine hazards at random, roll a d20 at the
          higher. each damaged component regains hit points   start of  each day of  an ocean voyage. On a 20, the ship
          equal to ld6  +the crew's quality score (minimum of 1   faces a hazard that day. Use the following two tables to
          hit point). A component other than the hull that had 0 hit   determine the nature of  the hazard and the DC of  the
          points becomes functional again.                  threat it presents. Specifics corresponding to each of
                                                            these DC levels are detailed along with each of  the fol-
          STEALTH  (CAPTAIN ONLY)                           lowing hazards.
          The ship's captain can engage in this activity only if
          the weather conditions restrict visibility, such as in   HA ZARD  TYPE
          heavy fog. The shjp makes a Dexterity check with a
                                                               d20    Hazard Type
          bonus equal to the crew's quality score to determine if
                                                               1-3    Crew conflict
          it can hide.
                                                               4-6    Fire
          HAZARDS                                              7-9    Fog
                                                              10- 12   Infestation
          Sea travel is an innately dangerous proposition. A storm
          on land might bog down a caravan, delaying its trip by a   13-20   Storm
          few days, while at sea a storm can split  a ship in two and
          send everyone aboard to their doom. The close quarters   HA ZAR D  DC
          of  life aboard a ship leads to short tempers and brawls,
                                                               d20     Hazard DC
          while a few rats that sneak aboard can spread disease
                                                               1-9        10
          and spoil supplies. This section presents a variety of
                                                              10- 17      15
          common hazards sailors might face on the sea.
                                                              18-19       20
          GROUP CHECKS                                          20        25
          To determine how a ship fares against these hazards,
          each threat requires the ship's officers and crew to make
                                                            CREW CONFLICT
          a special group check (see chapter 7 of  the Player's
                                                            Sailors can be a rough-and-tumble bunch. and cram-
          Handbook for how group checks work). The description
                                                            ming them into a ship's confined quarters leads to inev-
          of  a hazard specifies which officers can roll to contribute
                                                            itable rivalries, feuds, and petty crimes. If  resentments
          lo the group check. That description also states what
                                                            among the crew grow too strong, the officers must step
          ability check an officer makes. Even if  the officers make
                                                            in and set things right, lest they risk mutiny or worse.
          different ability checks, their successes and failures con-
                                                             Each day a ship spends dealing with a crew conflict
          tribute to the one group check.
                                                            requires those aboard to make a group check. The
           Additionally, all the non-officer members of  the crew
                                                            check's DC is randomly determined or  chosen from the
          make a single check, a d20 roll modified by the crew's
                                                            Crew Conflicts DCs table. The captain, first mate, and
          quality. The success or failure of all these checks-both
                                                            cook each make an ability check, as shown on the Crew
          the officers and the crew- determines the result of  the
                                                            Conflict Checks table. This check takes the place of  any
          group check.
                                                            other activities that the officer might undertake that day.
           While each hazard lists the officers assigned to partic-
                                                            representing their contribution lo placating the crew. If
          ipate in a group check, anyone can attempt an officer's
                                                            no one makes the check for a particular officer, a failure
          check in a pinch, with two exceptions: First, only the
                                                            is contributed toward the group check.
          captain can make checks associated with the captain's
                                                             Even though the crew is causing trouble. some mem-
          role; no one else can take the captain's place. Second,
                                                            bers help the officers. and thus the crew still contributes
          only one character can attempt an officer's check; they
                                                            a roll to the group check. Roll a d20 for the crew. using
         can't receive help.
                                                            its quality score as a modifier lo the roll. and compare
                                                            that check to the DC.
                                                             Determine how many of  the group's checks suc-
                                                           ceeded- the officers· and the crew's  then consult the
                                                           Crew Conflict Check Results table.
 :::=- ----
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