Skull and Shackles
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
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
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. The hammock is a hospitality’s hammock.
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.
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, 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.
Holds 15 points of plunder