The Wormwood Map
A1 - Foredeck: Front of the ship; has a bowsprit shaped like a rearing dragon
A2 - Poop Deck: wheel of the ship; where Harrigan and Plugg spend their time when on deck; when Harrigan is present, poop deck is off limits to non-officers
A3 - Main Deck: a large clock depicting worms crawling through a whale carcass rests in the main mast, with a bell that rings at dawn and dusk; a post with a number of thick ropes is set near the mainmast for punishments; a large wooden box bound in iron sits below the bridge with a lock keeping it shut
A4 - Officer's Quarters: doors to this area are locked, with only officers having keys
A4a - Armory: Secured with a lock, only officers have keys.
A4b - Peppery Longfarthing's Laboratory: filled with all manner of strange and disturbing items; door is both locked and arcane locked
A5 - Captain's Cabin: finely appointed room, doors are always locked
A5a - Cabin Girl’s Quarters: The captain’s cabin girl, “Caulky” Tarroon, sleeps on a small cot in the starboard compartment.
A5b - Captain's Storage: Permanently locked; only the captain has the key
A6 - Middle Hold: where cargo is stored although fairly empty right now; also stored here are 2 light balistas, a disassembled light catapult and 12 barrels each holding 20 gallons of oil; bunch of pigs stored here as well; two main flights of stairs, 1 leading down to the lower hold, the other leading up to the officer's quarters; the large man is chained to the main mast near the stairs up to keep people out of the officer's quarters; small flight of stairs leads up to captain's cabin but it's common knowledge that the door at the top is trapped
A7 - Kroop and Grok's Quarters: nothing special about the room, some chickens seem to roam around in it; there are two lockers which probably hold their personal items
A8 - Galley: Kroop's domain; the place is a complete sty, dirty and it's hard to find anything, there's no rhyme or reason to item location
A9 - Quartermaster's Store: Grok's storeroom; most anything mundane can be bought/traded for here (all mundane items from the Core book available); door has a strong lock and there's a serving hatch in the door, also with a lock; Grok is prone to leaving the door unlocked when drunk; there are a series of locked lockers in the storeroom, one of which had your starting gear given back by Grok
A10 - Lower Hold and Crew Quarters: hammocks are strung from the 16 pillars that support the ship; each crew member (including the PC's) all have a locker along the wall for their possessions, and there are additional lockers stacked against a wall that aren't being used
A11 - Bilges: a disgusting chamber filled with sewagey water and cobwebs, constantly needing to be cleaned; there is a pump on one side that is the primary means of working the room