JohnB's Games

Role-Playing, my way.

User Tools

Site Tools


netherworld:the_man_s_promise

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
netherworld:the_man_s_promise [2024/07/16 08:43] johnbnetherworld:the_man_s_promise [2024/07/16 08:45] (current) johnb
Line 8: Line 8:
  
 {{ :netherworld:the_man_s_promise.png?300|}} {{ :netherworld:the_man_s_promise.png?300|}}
-  * 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.   +  * **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.  +  * **B2. Foredeck:** The foredeck rises 10 feet above the  main deck.  
-  * 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.   +  * **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.   The areas below the sterncastle is open, and part of the Aft Deck. +  * **B4. Sterncastle:** This high deck sits behind the  mizzenmast, 20 feet above the main deck.   The areas below the sterncastle is open, and part of the Aft Deck. 
-  * 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.   +  * **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 floor, leading to the middle deck (area  B8).  +  * **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).   +  *  **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). The windows  do not open.  +  * **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). The windows  do not open.  
-  * 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. +  * **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. 
-  * 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).   +  * **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.  +  * **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.  +  * **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.  
-  * 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.   +  * **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.   +  * **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 +  * **B13. Secure Storage:** This large compartment aft of the  main hold is locked with a good lock (Disable Device DC30), but is presently empty.
-  * 30), but is presently empty.+
  
  
  
netherworld/the_man_s_promise.1721112202.txt.gz · Last modified: by johnb