Skull and Shackles 5E
To maintain the obedience and effectiveness of their crews,
most captains enforce strict schedules and shipboard laws
upon their vessels, all maintained by the swift dispensation
of brutal punishments. The following presents (in order
of severity) the game effects of a variety of typical nautical
punishments, which the PCs have the potential to face
or inf lict during their piratical careers. Most of these
sentences are meted out just before the evening meal, at an
event typically referred to as the bloody hour. Victims are
tied to the whipping post on the main deck and their backs
stripped for punishment—with penalties doubled for those
who resist. Although the victim is bound, the punishers
simply lash their victims, and are not allowed a full-round
action to make a coup-de-grace. A roll of 1 on such an attack
is treated as a non-damaging fumble that still counts as a
strike, much to the amusement of the crew.
Rope Bash: Little more than an admonishment—and
occasionally used as a sign of endearment—a rope bash
is a single attack with the hefty, sealed end of a ship’s rope
that delivers 1 point of nonlethal damage.
The Lash: This is an attack using a whip. Damage dealt
by the lash during bloody hour is typically nonlethal.
Cat-o’-Nine-Tails: This is an attack using a cat-o’-ninetails,
also referred to simply as a cat—a Medium version of
which deals 1d4 points of slashing damage on a successful
hit. See page 18 of Pathfinder Player Companion: Pirates of the
Inner Sea for more details on this weapon.
Confined in the Sweatbox: A cramped metal box left
on deck and exposed to the sun, a sweatbox is terribly
confining and replicates unbearably hot conditions. Each
hour a character spends in the box, she must succeed
at a DC 15 Fortitude saving throw or take 1d4 points of
nonlethal damage. The DC of this save increases by +1 for
each consecutive hour the character spends in the box.
Any creature with fire resistance is immune to the effects
of the sweatbox. Victims typically spend 8, 12 or even 24
hours locked up in the sweatbox.
Keelhauling: The most frightful of pirate punishments
is keelhauling, as it generally ends in death—often by
decapitation. Being keelhauled involves being tied to a rope
looped over a ship’s keel and dragged down one side of a
ship, underwater across the barnacle encrusted hull, and up
the other side. Keelhauling takes several rounds and can be
done either fast or slow. If done fast, the barnacles cut deep
and f lense the victim, dealing 1d6 points of damage per
round. If done slow, shallower cuts are incurred, dealing
1d3 damage per round, but the risk of drowning increases
(see page 445 of the Core Rulebook). In either case, the victim
can make a DC 20 Ref lex save each round to take half
damage. How long keelhauling takes typically depends on
the vessel, with a keelhauling on a ship like the Wormwood
taking 6 rounds if done fast and 12 rounds if done slow.