DM Meleager's Skull & Shackles

Game Master Patrickthekid


The Wormwood map:

The Wormwood rooms:

The Wormwood is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. The ship needs a minimum crew of 20, and presently has just in excess of that number. If the crew falls below 20 people for any reason, the work becomes harder, and the DC of all checks for work-related tasks increases by +2.

Unless otherwise indicated, interior walls on the ship are of wood, two inches thick (hardness 5, hp 20, Break DC 20). Doors are of good wooden construction (hardness 5, hp 15, Break DC 18). Interior rooms are unlit during the day (except for those with windows or portholes), and usually have a single hooded lantern for light at night, providing either normal or dim light (open flames are dangerous on a ship at sea).

The Wormwood is crowded with pirates constantly moving about the ship, so it is not a static location, and any place on the ship can contain a variety of NPCs to interact with. The various cabins and compartments on the ship are therefore described below rather than being presented as individual encounter locations. Certain NPCs frequent certain areas (such as private cabins) on the ship, and these NPCs are mentioned in the descriptions that follow.

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 this deck.

A2. Poop Deck: This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds 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 the body of Harmak Gruft, a pirate who beat the captain at dice. Gruft is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Pluck is an unfriendly bird and possesses a considerable vocabulary of appalling curse words.

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 by climbing or use of acrobatics. 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 (hardness 5, hp 30, DC 25 Strength check to lift) 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 Medium creature (and can be altered to confine a Small creature). It is locked with a good lock. Captain Harrigan and Mr. Plugg have the keys.

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 four, the jolly boat can fit six at a push.

A4. Officers’ Quarters: The ship’s officers occupy the hammocks and sleeping mats in this cramped cabin. A set of steps descends sharply into the middle hold (area A6) below. The two narrow doors leading to the main deck (area A3) are locked with good locks (all of the occupants have keys). The officers store their possessions in footlockers, each with an average lock.

Mr. Plugg, Master Scourge, Riaris Krine, Peppery Longfarthing, and Habbly Quarne sleep here at night, and at least one of them may often be found here at any given time during the day as well.

A4a. Armory: This tiny chamber is crammed with chests and neatly ordered weapon racks. The armory is secured with a good lock . The weapon racks hold 20 clubs, 12 heavy crossbows, 20 cutlasses, 50 javelins, 12 shortspears, and 20 grappling hooks each attached to 50 feet of rope. Two chests contain 500 heavy crossbow bolts each, while three other chests each hold 12 flasks of alchemist’s fire. Four other chests each contain a breastplate, chain shirt, and buckler. The ship’s master gunner, Riaris Krine, is meticulous in her job and quickly spots any obvious thefts The Foirst punishment for theft is six lashes with the cat, the second is keelhauled.

A4b. Peppery Longfarthing’s Laboratory: The ship’s sailing master and resident sorcerer, Peppery Longfarthing, uses this chamber as her laboratory. The cramped cabin is overwhelmed with curious and often unsettling objects that Longfarthing is studying. The door is secured with a good lock, (only Longfarthing has the key).

A5. Captain’s Cabin: Captain Harrigan’s cabin is richly decorated, its walls covered with intricate carvings depicting krakens devouring whales. A quartet of portholes allow light to drift in, and a bed that can double as a navigational or dining table when the mattress is rolled up sits against the aft bulkhead with a chest at its feet. Two rich carpets flank the bed. A flight of steps leads down to the middle hold (area A6). There are also two doors leading to the main deck and a door on the stairs. All of these doors have superior locks (Harrigan has the only key). The portholes are very narrow. The chest is locked and contains Captain Harrigan’s personal possessions.

Captain Harrigan usually entertains his officers for dinner here, and sleeps here at night.

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: The captain stores his personal booty in the portside compartment, locked with a superior lock.

A6. Middle Hold: This is the ship’s main cargo hold. The hold is mostly empty at the start of the adventure, save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a flight of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10). Troublemakers are invariably chained to the foremast here to keep them from causing trouble and to keep people out of the officers’ cabin. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5), but it is common knowledge among the crew that the door is trapped. Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each.

A7. Quartermaster and Cook’s Cabin: This tiny cabin contains two beds and two footlockers. The Wormwood’s quartermaster, Cut-Throat Grok, and ship’s cook, Ambrose “Fishguts” Kroop, share this cabin with several of Kroop’s chickens. Grok sleeps here at night, as does Kroop, who is found here during the day as well if he is insensibly drunk. Grok and Fishguts’ crew lockers are also stored in 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 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.

In addition, a trio of harpoons, a spear, and Kroop’s steadfast grapple hang on the walls.

A9. Quartermaster’s Store: The ship’s quartermaster, Cut-Throat Grok, can usually be found in this cramped, crowded storeroom containing numerous barrels, boxes, and chests. The door is locked with a superior lock (Grok keeps the key), and features a 3-foot-square serving hatch.

The quartermaster’s store acts as a kind of unofficial shop aboard the Wormwood. While any plunder stored there technically belongs to the captain, this is a pirate ship after all, and everything has its price. Any equipment stored within is for sale at the normal price.

Items found on the ship (or won from other pirates) can also be traded at the store for other merchandise. Bartered objects are generally worth 50% of their normal value when traded for goods.

While the store is, in theory, open at all hours, it’s usually only open from dawn to about 3 p.m., when Grok starts drinking. She only opens the door outside these hours to friends. Grok has a tendency to get drunk in the afternoons and closes the store before heading to the deck for the evening meal. After supper, Grok carries the crew’s rum rations in a bucket to the main deck.

A10. Lower Hold and Crew Berths: Sixteen pillars support the deck above this spacious hold. At night, the Wormwood’s common pirates 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), and requires a DC 10 Strength check to lift. 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. At the start of the adventure, only 18 of these lockers are in use, while 22 empty lockers are stacked along the walls.

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 masterwork manacles with average locks (Break DC 28, Disable Device DC 30) are fixed to the bulkheads in the forward portion of the deck.

Swab Tasks:

1 Man the Bilges: Vile and sweaty work cleaning out the
bilges (area A11), requiring a DC 12 Strength check.
The PC must also make a DC 10 Constitution check to
avoid being fatigued at the end of the shift.
2 Rat Catcher: Catching rats and other vermin belowdecks,
requiring either a DC 10 Stealth check, Survival check,
or Dexterity check to catch and kill enough rats,
cockroaches, and beetles for a good day’s work.
3 Swab the Decks: Backbreaking work mopping the
decks and scrubbing them with sandstone blocks
called holystones, requiring a DC 10 Strength or
Constitution check. Failing either check results in the
PC being fatigued at the end of the shift.
4 Hauling Rope and Knot Work: Tying and untying
knots in the ship’s ropes and moving heavy coils of
rope from one part of the ship to another, requiring
a DC 10 Profession (sailor) or Strength check. The PC
must also make a DC 10 Constitution check to avoid
being fatigued at the end of the shift.
5 Runner: Passing messages to the crew and officers
of the Wormwood in all parts of the ship except
officers’ cabins (areas A4 and A5), requiring a DC 10
Acrobatics check and DC 10 Constitution check.
Failing the Constitution check results in the PC being
fatigued at the end of the shift. A PC with the Run feat
automatically succeeds at this task.
6 Repairs: Things constantly tear or break aboard the
ship and need repairs, whether sewing sails or splicing
rope all day, requiring a DC 10 Profession (sailor) or
Dexterity check.

Rigging Tasks:

1 Rigging Repair: The ship’s rigging frequently gets
damaged and must be repaired, requiring DC 10
Climb checks to reach the rigging 30 feet up, followed
by a DC 10 Profession (sailor) or Dexterity check.
2 Line Work: Hard work hoisting and lowering sails,
requiring a DC 10 Profession (sailor) or Dexterity
check. The PC must also make a DC 10 Constitution
check to avoid being fatigued at the end of the shift.
3 Upper Rigging Work: Work in the upper rigging, 50
feet up, requiring DC 10 Climb checks, followed by a
DC 10 Profession (sailor) or Dexterity check.
4 Rope Work: Handling the ship’s ropes, including
coiling them, stowing them, and securing them to
cleats and single and double bollards, requiring a DC
10 Profession (sailor) or Dexterity check.
5 Lookout: A climb to the crow’s nest 60 feet up,
requiring DC 10 Climb checks followed by a DC 10
Perception check.
6 Mainsail Duties: Tough work raising and lowering
the mainsail, requiring a DC 10 Profession (sailor)
or Strength check. The PC must also make a DC 10
Constitution check to avoid being fatigued at the end
of the shift.

Cooking Tasks:

1 or 2 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.
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.

Ship actions:

Day--choose 1
1. Work diligently (+4 to one check)
2. Influence (normal check and attempt to influence 1 NPC)
Sneak (normal checks and make 1 perception check in the area they are working in to notice something unusual)
4. Shop (take -2 on daily checks to visit quartermaster store and talk with Cut-Throat to try and get items)
5. Shirk (take -2 on rolls to take 10 searching an area more fully. 1 perception check)
6. Steal (attempt to open a locked chest or door (must take chance on discovery)

Night---choose 1 during crew time. (can take up to 2 more in dead of night but will be fatigued if fail con check DC10 +4 per action taken)
1. Sleep (sleep through the night. Auto recover from fatigue)
2. Gamble. (play or gamble game of chance with other pirates)
3. Entertainment (make a perform check for the crew to entertain them)
4. Influence (per daytime)
5. Sneak (take 20 checking an area out but MUST take chance of discovery)

NPCs and relations:

https://docs.google.com/spreadsheets/d/1kcGfzdsQPfttWuqD_zmEd2Je1K8_7_cL_jo pB-R0rKI/edit#gid=0

[Spoiler=The Man's Promise]
The Man’s Promise is a three-masted sailing ship, 105
feet long and 30 feet wide (see the Skull & Shackles Player’s
Guide). A minimum crew of 20 is required to sail her.
Unless otherwise indicated, interior walls on the ship are
of wood, 2 inches thick (hardness 5, hp 20, Break DC 20).
Doors are of good wooden construction (hardness 5, hp
15, Break DC 18). Interior rooms are unlit during the day
(except for those with windows or portholes), and usually
have a single hooded lantern for light at night.
The decks and compartments of the Man’s Promise are
detailed below. The crew of the Wormwood has thoroughly
ransacked the Man’s Promise, and besides those features
listed below, the ship is empty beyond common items
such as hammocks, lanterns, rope, and a few other
mundane objects. At the start of the voyage, Mr. Plugg
and Master Scourge assign the crew to berths and cabins
on the ship; these assignments are included in the room
descriptions below.
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. DC 10 Perception for some more secrets.
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
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 hold the lockers and personal effects of
those pirates berthed in the officers’ quarters (area B6).
B7. Captain’s Cabin: The two doors opening onto
the main deck and the trap door are locked with good locks
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).
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) and trapped with an
electricity arc trap (Core Rulebook 420); this chest holds
Mr. Plugg’s share of the booty from the Man’s Promise,
worth 2 points of plunder (see page 61).
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
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 but is presently empty.