Plunder & Infamy - A Skulls & Shackles PbP Adventure

Game Master DancingShadow


Important Information

Tark's Map

Officers' Positions

Captain: Aoro Osiris
Boatswain(Bosun): Rosie Cusswell
Sailing Master: None
Quartermaster: Conchobhar Shorstone
Master-At-Arms: Torque
Master Gunner: Gene Deathcraft
Carpenter/Surgeon: Sandara Quinn
Pilot: Sandara Quinn
Cook: Ambrose "Fishguts" Kroop

NPC Attitudes: NPC Attitudes

The Man's Promise (Sailing Ship)
Colossal ship
Squares 3 (30 ft. by 90 ft.) Cost 10,000 gp
DEFENSE
AC 2; Hardness 5
hp 1,620 (sails 360)
Base Save +6
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 3
Cargo/Passengers 150 tons/120 passengers

This massive sailing ship has one to four masts (usually two or three) with either square or lateen sails. Often they have raised forecastles and sterncastles. Sailing ships are primarily used for ocean travel. Most merchant ships, and many military and pirate vessels are sailing ships of one type or another. Sailing ships come in a variety of different designs, including barques, brigantines, caravels, carracks, larger cogs, frigates, galleons, schooners, sloops, and xebecs. A sailing ship with four masts and outfitted with siege engines is often known as a man-o’-war.
Weapons: Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship.
In addition, up to two Large or one Huge direct-fire or indirect-fire siege engine may be positioned on both the forecastle and sterncastle of the ship. These siege engines can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position.

Key
B1. Main Deck: Two 10-foot-square hatches sit in the deck forward of the mainmast and open onto the middle hold. Between the hatches and mast, a steep set of wooden steps descends into the middle deck (area B8) 15 feet below.
B2. Foredeck: The foredeck rises 10 feet above the main deck. The ship’s nameplate on the hull reads Man’s Promise.

DC 10 Perception check:
notices a second nameplate beneath it. This second nameplate reads the Motley. Further investigation reveals marks in the wood of the hull that indicate that a previous nameplate existed before that one, but it has long since been removed.

B3. Aft Deck: The aft deck sits 10 feet above the main deck, and steps lead up to an even higher deck behind the
mizzenmast. The ship’s wheel stands just before the rail overlooking the main deck.
B4. Sterncastle: This high deck sits behind the mizzenmast, 20 feet above the main deck.
B5. Ship’s Boats: Two ship’s boats, a cutter and a gig (see below), hang from davits on the gunwales just forward of the aft deck. The boats are lashed to the ship and require three DC 10 Profession (sailor) checks or Dexterity checks to launch. Each such check is a full-round action. Each ship’s boat has four oars and a single mast. The cutter can carry up to 12 Medium passengers, while the gig can carry up to 8 Medium passengers.
B6. Officers’ Quarters: This tidy cabin has two portholes to allow light and fresh air to enter. A hefty trap door sits in the floor, leading to the middle deck (area B8).
B6a. Officers’ Storage: These two storerooms are both unlocked and are intended to hold the lockers and personal effects of those stationed in B6.
B7. Captain’s Cabin: The rear wall of this luxurious (by pirate ship standards) cabin holds four gilt-framed windows that rise the full height of the chamber. The cabin contains a luxurious hammock, a dining table and chairs, and a few chests and bookshelves. A trap door opens directly into the cook’s cabin below (area B11). The two doors opening onto the main deck and the trap door are locked with good locks (Disable Device DC 30; Plugg has the keys). The windows do not open. The hammock radiates magic.
B7a. Captain’s Storage: These small storerooms do not have doors, but are separated by sliding walls that can also be removed and made into a folding table. The starboard compartment contains a small writing desk and a couple of chests. Neither chest has yet to be checked.
B8. Middle Deck and Armory: The middle hold of the Man’s Promise is currently empty, though the weapon racks along the walls only need to be restocked to turn this hold into a working armory. Steps behind the foremast descend into the main hold (area B12). A second set of stairs against the aft bulkhead lead up to the main deck (area B1).
B9. Crew Berths: Ten supporting pillars behind the mainmast fill this spacious compartment, with room for over a score of hammocks.
B10. Galley: This sizable galley contains a large stove against the aft bulkhead and a single porthole in the starboard wall. In one corner, a derrick stands next to a trap door that opens into the secure storage below (area B13). The door is locked with a huge, good padlock (Disable Device DC 30). It takes a full round to raise or lower the line on the derrick, which can lift up to 200 pounds of cargo. The galley has been stocked for the journey to Port Peril, but the food is scant at best.
B11. Cook’s Cabin: This filthy cabin contains two dirty hammocks and a single porthole in the port wall. A rickety ladder ascends to a trap door in the ceiling, leading to the captain’s cabin (area B7). Ambrose Kroop sleeps here.
B12. Main Hold: Essentially empty after being looted by the crew of the Wormwood, the main hold of the Man’s Promise contains a large water barrel secured to the starboard wall. Stairs behind the foremast lead up to the middle deck (area B8), while a trap door near the mainmast leads to the bilges, which contains two bilge pumps, forward and aft. If anything, there are more bilge spiders there than in the Wormwood.
B13. Secure Storage: This large compartment aft of the main hold is locked with a good lock (Disable Device DC 30), but is presently empty.

Cutter and Gig (Ship's Boat):

Large ship
Squares 1 (10 ft. by 20 ft.) Cost 500 gp
DEFENSE
AC 9; Hardness 5
hp 120 (oars 60, sails 40)
Base Save +2
OFFENSE
Maximum Speed 30 ft. (muscle or wind); Acceleration 30 ft.
CMB +1; CMD 11
Ramming Damage 1d8
STATISTICS
Propulsion muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
Control Device oars
Means of Propulsion 6 oars, 10 squares of sails (one mast)
Crew 4 to 10 Medium rowers
Decks 1
Cargo/Passengers 2 tons/up to 12 passengers (8 passengers for gig)

An average ship’s boat is 16 to 24 feet long (though the largest ship’s boats can be upward of 30 feet long) and has anywhere from four to 10 oars as well as a single mast with a square or lateen sail. A ship’s boat has a waterborne speed of 2 miles per hour or 20 miles per day. A ship’s boat cannot carry any siege engines.

Treasure
Stored in the hold of the Man's Promise:
2 points of treasure (similar to plunder, explanations later)
Total Space used: 2 tons

Galley Stores:
20 days of food (again to be explained later)

Loot List:

I'll mark those items already claimed or sold. I'll remove a source from the list when all things have been dealt with.
*denotes a magical item

Master Scourge
potion of blur
potion of cure light wounds
leather armor
punching dagger
masterwork handaxe carved with notches for kills
pistol with 12 bullets and a powder horn sealed with a wax-lined cap to protect the powder from the elements Gene
whip
boatswain’s call
corked dark green bottle containing a thin, light brown fluid
six gold teeth
hefty waxed coat with many hidden pockets
leather snuff box with a diamond stud containing a pinch of dark blue powder
silver wedding ring engraved with the words, "Always devoted to my beloved"
14 pp
29 gp

Mister Plugg
potion of cure moderate wounds
3 crossbow bolts with heads carved to resemble screaming faces - screaming bolts
cutlass pitted with rust that has a golden basket hilt cast in the likeness of a grinning skull - tidewater cutlass (+1 cutlass that can cast hydraulic push 1/day)
masterwork cat-o’-nine-tails
pistol with 10 bullets and a wax-sealed powder horn Gene
blue wool coat with silver threading, a long tail, and white tasseled leather shoulder straps
amulet made from a scale sealed in amber - amulet of natural armor +1 Torque
simple iron-shod leather bracers - bracers of armor +1
set of battered iron manacles - shackles of compliance (anyone trying to intimidate or demoralize the wearer gets a +4 bonus on the check; the holder of the key may use command [DC 25] 3/day on the wearer; adjusts from Small to Huge size and automatically lock when placed on a creature's wrists; Hardness 10, Hp 10, Disable Device DC 30, Break DC 28, Escape Artist DC 35)
leather drinking cup
100 sp
200 gp

Initiative:

[dice=Aoro]1d20 + 2[/dice]
[dice=Gene]1d20 + 5[/dice]
[dice=Pai]1d20 + 5[/dice]
[dice=Sunny]1d20 + 3[/dice]
[dice=Tark]1d20 + 2[/dice]
[dice=Torque]1d20[/dice]