Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


Party Initiative Shortcuts:

[dice=Alessandra]1d20+5[/dice]
[dice=Chaenath]1d20+1[/dice]
[dice=Doc]1d20+2[/dice]
[dice=Gresham]1d20+0[/dice]

Party Perception Shortcuts:

[dice=Alessandra]1d20+8[/dice]
[dice=Chaenath]1d20+9[/dice]
[dice=Doc]1d20+10[/dice]
[dice=Gresham]1d20+15[/dice]

The Man’s Promise

Officers:

Captain: Malevor
First Mate: Alessandra
Quartermaster: Rogar
Ship's Mage: Chaenath
Boatswain:
Carpenter:
Surgeon:
Master-at-Arms:
Master Gunner:
Ship's Cook: Ambrose “Fishguts” Kroop - A dirty, almost constantly drunk, fat man wearing soiled clothes.
Cabin Boy/Girl:

Ethron

Owlbear Heartshorn (Plugg’s “Pet”) A big man with few words and fewer brains - spends his time chained to the mast in the hold eating live crabs.
Sandara Quinn A pretty human woman. She helped Rogar when he fell on the first day.

Swabs:

Shaeda
Diego
Tilly Brackett: A pretty human woman with a ruddy, freckled complexion. Occasionally she cracks off-colour jokes about bodily functions. Loves a drink.
Rosie Cusswell A well-muscled halfling lass with a filthy mouth.
Jack Scrimshaw: A young human lad with a wide smile.
“Badger” Medlar An older woman with white streaks in her black hair.
Crimson “Cog” Cogward: A human male with a standoffish, unfriendly attitude wearing a blue scarf around his head.
Aretta Bansion: A bad-tempered and scantily-dressed human woman with big ears and a bad attitude.

Riggers:

Bellara
“Barefoot” Sams Toppin A tallish but otherwise nondescript woman who never wears shoes.
“Ratline” Ratsberger A rat-faced halfling with long arms and 3 missing fingers.
Conchobar Turlach Shortstone: A handsome gnome wearing a foppish purple hat, an eye patch, and a white silk shirt. He carries a dandyish cane.

Man's Promise:

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, but a 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. A pair of light ballistas sit upon this deck, next to a box containing a dozen ballista bolts.
B5. Ship’s Boats: Two ship’s boats, a cutter and a gig (see the Skull & Shackles Player’s Guide for statistics), 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 f loor, leading to the middle deck (area B8). Mr. Plugg assigns Master Scourge and those pirates loyal to him to this cabin. He also instructs Shaeda and Diego who are most loyal to sleep here.
B6a. Officers’ Storage: These two storerooms are both unlocked and hold the lockers and personal effects of those pirates berthed in the officers’ quarters (area 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. Mr. Plugg has claimed this cabin as his own, and has also chained Owlbear Hartshorn to the mast with manacles and a 15-foot-long chain (hardness 10, hp 10, Break DC 26, Disable Device DC 20; Mr. Plugg has the keys).
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. One of the chests is locked with a good lock (Disable Device DC 30).
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. Plugg assigns all of the PCs and their friends to these berths, except for Shaeda and Diego.
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, and he has also stashed a small barrel of rum he managed to secure from Cut-Throat Grok before leaving the Wormwood.
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.

Special Rules

Rum Rations:

A half pint of rum is given each evening, and is expected to be drunk. When taking rum rations there are three options.
Drink Normally: Reduces you Will save by 1 for 24 hours (Which heals overnight) with no other effect.
Drink Deeply: Reduces you Will save by 1d6 for 24 hourse and requires a DC 5 Will save or the drinker becomes addicted, but gives you +2 to any checks to influence the crew for the next 24 hours.
Fake it: Requires a DC 10 Stealth or Sleight of Hand Check, but getting caught dumping rum will earn you lashes in punishment.

Addiction:
Type disease; Save Will DC 5
Onset 1 day; Frequency 1/day
Effect –2 penalty to Con and Str, target cannot naturally heal ability damage caused by the drug that caused this addiction; Cure 3 consecutive saves

New Weapons:

SWIVEL GUN
Cost: 750gp Dam: 3d8 (x4) Type: B&P Crew: 1 Aim: 0 Load: 2 Speed: 1/2 move

This small cannon is mounted on the rails of a ship or other vehicle, and is primarily used as an antipersonnel weapon, firing blastshot, though it can be loaded with standard roundshot or chain shot. Firing a swivel gun not properly attached to its mount (mounting a swivel gun is a full-round action which provokes attacks of opportunity) imparts a -6 penalty on attack rolls and the wielder is knocked prone, is stunned and takes 3d8 bludgeoning damage.

Prostheses:

Special rules for prostheses can be found HERE.

Ship Combat:

Special rules for ship combat are HERE

House Rules:

Peglegs and Eyepatches:
If you (or your enemy) roll a natural 20 to confirm, the target must take a DC15 (+1/2 additional damage rolled) fort save, or be reduced to -1 hit points and gain a permanent debilitating scar or handicap. These effects are randomly determined by rolling 1d20 on the table below.

d20 Battle Scar or Amputation

1-5 Minor scar—interesting but otherwise cosmetic
6-8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9-10 Major scar—severe cut on face (-1 penalty on Charisma-based skill checks**)
11-14 Loss of finger (for every 3 fingers lost, -1 Dex)
15-16 Impressive wound (-1 Con)
17 Loss of eye (-4 penalty on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items*)
20 Loss of arm (-1 Str, cannot use two-handed items*)

There are protheses etc. to overcome these wounds available..

Acrobatics can be used to climb when unencumbered and wearing armour that has no armour check penalty.

The Wormwood:

Wormwood Image

Wormwood Map

A1. Foredeck:
This raised deck stands some 10 feet above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above the deck itself.

A2. Poop Deck:
This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above the deck and the ship’s bridge protrudes forward of the mizzenmast, holding the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing a crumpled dead body. A mangy-looking parrot perches on top of the cage and watches the crew, occasionally squalking obsecities. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers.

A3. Main Deck:
The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The ship’s clock, a macabre brass-and-copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. 
Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). 
A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Small or Medium creature.
A small jolly boat sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry six Medium passengers, the jolly boat can fit eight at a pinch.

A4. Officer's Quarters:
Riaris Krine, Peppery Longfarthing and Habbly Quarne sleep here at night on the hammocks strung from the ship’s timbers. During the day these are stowed and the cabin used for passage between the main deck (Area A3), accessed through 2 doors, and the middle hold (Area A6), accessed via the stairway. Along the walls of the cabin are the officer’s footlockers, all of which are locked with sturdy-looking padlocks. This area is off-limits at night.

A4a. Armoury:
You have not seen inside this area

A4b. Peppery Longfarthing's Laboratory:
You have not seen inside this area

A5. Captain's Cabin:
You have not seen inside this area.

A5a. Cabingirl's Quarters:
You have not seen inside this area

A5b. Gunpowder Store:
You have not seen inside this area

A6. Middle Hold:
This is the ship’s main cargo hold. The hold is mostly empty, save for 14 pigs, normally kept caged. In the forward section a flight of wooden stairs leads up to the officer’s quarters (Area A4), while a second set of stairs descends into the lower hold (Area A10). Owlbear is invariably chained to the foremast here. Another flight of stairs in the aft section leads up to the captains cabin (Area A5). Stored near the mainmast are two small ships cannons, two disassembled swivel-guns, and 12 barrels.

A7. Scourge and Plugg’s cabin:
You have not seen inside this area

A8. Galley:
The galley is the domain of Ambrose “Fishguts” Kroop, the drunken ship’s cook. The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, the stoves are kept perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Fishguts himself generally sleeps here, often after too much rum.

A9. Quartermaster's Store:
You have not seen inside this area

A10. Lower Hold and Crew Berths:
Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s crew tie their hammocks between the walls and pillars and sleep until dawn. Two of Mr. Plugg’s toadies, Kipper and Patch Patchsalt, have claimed the far forward section of the hold as their own, and their hammocks are strung between the foremast and the stairs leading up to the middle hold (area A6). A trap door just behind the mainmast opens onto the bilges below (area A11). The hold is currently empty of cargo, but several footlockers line the walls. Each member of the crew has a locker, equivalent to a small chest.

A11. Bilges:
The lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of manacles are fixed to the bulkheads in the forward portion of the deck.

Daytime Ship Actions:

Work Diligently: Take 10 on daily tasks (but not Con checks)
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC (Diplomacy)
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9)
Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a Sneak check to avoid being discovered.
Aid Another: Take a -2 penalty on your own checks to spend your time helping a ship mate.

Nighttime actions:

Sleep: Go to bed early and sleep through the night (automatically recover from fatigue).
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make a Perform check to entertain the crew.
Influence: Attempt to Influence a single NPC (Can be done with Diplomacy [be nice], Bluff [act nice], or Intimidate [act tough]).
Sneak: Take time exploring one area of the ship. You can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal: Attempt to open a locked door or locker. Must make a check to avoid discovery.