Masters of the Inner Sea
At dusk, the Crew gathers on deck for the “Bloody Hour,” the nightly dispensing of punishments aboard the ship. Anyone who fails to complete assigned tasks or who attempts to steal from the ship, kills another sailor or other crimes against the Crew or Captain, will be assigned a punishment. Victims are tied to the whipping post on board the main deck and their backs are stripped for punishment, with extra punishment heaped on those who resist.
|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.|
|The Cat:||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.|
|The Box:||Confined in 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 flense 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. In either case, the victim can make a DC 20 Reflex 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.|