Sailors can be a rough-and-tumble bunch, and cramming them into a ship's confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set things right, lest they risk mutiny or worse.
Each day, the Officers may each contribute to a Group Check to resolve the conflict. The crew contributes as well, as calmer heads try to prevail. At most 5 checks can contribute.
d20 |
Conflict severity |
1-9 |
DC 10 - minor scuffle or petty theft |
10-15 |
DC 15 - fight involving several people, theft of a valuable |
16-19 |
DC 20 - large brawl resulting in several injuries, theft or
destruction of a prized item |
20 |
DC 25 - murder, all-out melee involving most of the crew |
d6 |
The conflict was caused by... |
1 |
working in close quarters, the crew accidentally (or "accidentally") bump into each other one too many times |
2 |
the crew has been putting in long hours, or dealing with stressful conditions at sea, for too many days without rest, and they are sleep-deprived and exhausted |
3 |
jealousy has arisen due to a Krakenbride aboard - if questioned, those involved genuinely have a hard time remembering or articulating the root of the problem |
4 |
the rations taken aboard last time at port were particularly inedible, and the rum watered down |
5 |
a couple of younger upstarts have been trying to rile the other sailors up about the share of wages they get |
6 |
a Night Hag has stowed away on board, and torments the crewmembers at night |
Result |
Effect |
3+ successes, 0 failures |
Total Success - the crew's quality score increases by 1 for a number of days equal to 1d4 + the # of successes above 3, and the conflict ends |
More successes than failures |
Success - the conflict ends |
More failures than successes |
Failure - the crew's quality score decreases by 1 |
0 successes |
Total Failure - the crew's quality score decreases by 1, and they immediately mutiny |
Comments