|Mister Plugg||Captain||Asshole, hates the PCS||Hostile/hostile|
|Master Scourge||First Mate||Hostile/hostile|
|Owlbear Hartshorn||Simpleton||simpleton and “pet” of Mr. Plugg||indifferent/indifferent|
|Ambrose “Fishguts” Kroop||Cook||Drunk and dirty old cook||indifferent/indifferent (Helpful - Bert, Friendly - Caleb)|
|Tam “Narwhal” Tate||Quartermaster||an old dwarven friend of Master Scourge with a large, ugly nose||hostile.|
|Maheem||Ship Boatswain/ Master-at-arms||a big Rahadoumi with a permanent scowl||hostile.|
|Shivikah||Master Gunner||a very tall female Mwangi exslaver||Hostile.|
|Slippery Syl Lonegan||Captain's Cabin Girl||an unhinged murdererous chick who fled to sea to escape the gallows||hostile.|
|Sandara Quinn||Swab||Priestess Besmara||Helpful/Helpful|
|Rosie Cusswell||Swab||Recently captured, 3 days ago, scrappy||Indifferent/Friendly (Helpful - Caleb, John)|
|Crimson “Cog” Cogward||Swab||Hostile/Hostile|
|Conchobhar Turlach Shortstone||Rigger||Womanizing Gnome||Hostile/Hostile|
|Giffer Tibbs||swab||a bedraggled female gnome with one eye||Unfriendly.|
|Jack Scrimshaw||swab||a young human lad talented at scrimshaw||Unfriendly.|
|Tilly Brackett||swab||a tough human joker who likes her rum||Unfriendly.|
|“Badger” Medlar||swab||an older half-elf woman who shaves her gray hair into stripes||Hostile.|
|Aretta Bansion||swab||a bad tempered human exharlot with big ears||Hostile.|
|Barefoot Samms Toppin||rigger||a former human fisherwoman from the Sodden Lands who never wears shoes||Unfriendly.|
|“Ratline” Rattsberger||rigger||a rat-faced halfling with long arms and three missing fingers||Unfriendly.|
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. 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 floor, leading to the middle deck (area B8). Mr. Plugg assigns Master Scourge and those pirates loyal to him to this cabin. He also instructs the two NPCs who are most loyal to the PCs to sleep here, aiming to keep an eye on them.
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. 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, instructing him to kill anyone who enters. 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.
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 the two NPCs he wants to keep an eye on (see area B6).
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.