Cook's Mate's Tasks
The cook’s mate might need to cook as well as gather food. Ambrose might be too drunk to cook.
1.
Cooking: Assisting Ambrose Kroop in
preparing the day’s meal. If Kroop is sober, no check is required. If
Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence
check.
2.
Cooking: (as #1)
3.
Fishing: Catching tonight’s supper using
the ship’s nets. A DC 10 Profession (fisherman) or Survival check
provides enough fish. A failed check results in a day in the bilges as
punishment the following day (see the swab task Man the Bilges on page
23).
4.
Turtle Hunting: Hunting leatherback sea
turtles with harpoons, treble hooks, and nets. A DC 10 Profession
(fisherman) or Survival check provides enough food. A failed check
results in a day in the bilges as punishment the following day (see the
swab task Man the Bilges on page 23).
5.
Bull Session: Drinking with Ambrose Kroop
and listening to his stories. The cook’s mate must drink an additional
rum ration, but is able to take an additional ship action during the
day.
6.
Special Occasion: Captain Harrigan is
celebrating something today, and wants one of the ship’s pigs butchered
and cooked for dinner. The PC must make a DC 10 Profession (cook) or
Survival check to slaughter the animal, then help Kroop to clean, cut,
and prepare the carcass. If Kroop is sober, no additional check is
required. If Kroop is drunk, this requires a DC 15 Profession (cook) or
Intelligence check.