Skull and Shackarrs
A trading vessel hailing from Rahadoum, the Man’s Promise had the misfortune to be waylaid by the Wormwood just West of the Mwangi coast. Her Captain slain and her crew subdued, she was taken as plunder. Was squibbed and renamed the Dragon’s Hoard.
Outfitted with a wide rudder to provide +1 to sailing checks.
Outfitted with rapid-deploy sails to provide +1 to sailing checks.
Outfitted with a ram.
Magically treated sails.
Outfitted with the figurehead Besmara’s Bones
Outfitted with Magically Treated Hull: The ship’s hull is magically
treated, doubling the ship’s hit points and hardness.
Outfitted with Magically Treated Sails: The ship’s sails are magically
treated, doubling their hit points and hardness.
The Dragon’s Hoard has been animated, statistics as follows:
N Colossal Construct
Init -2 Senses Darkvision 60, low-light vision, Perception -5
AC 18, touch 0, flat-footed 18 (-2 Dex, + 18 natural, -8 size)
Resist 5 fire and electricity
hp 151 (13d10+ 80 size)
Fort + 4, Ref + 2, Will -1
Defensive Abilities hardness 5 Immune Construct Traits
Swim 60ft (180 with the wind), 90ft fly (220 with the wind) [clumsy]
Melee slam + 23 (2d8+27), Trample + 23 (2d8+ 40, DC34)
Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1
Base Atk + 13 CMB + 39 CMD 47
Ship is controlled by Brukka’s deep-platinum crown and is quiescent otherwise. Causing the ship to fly requires the full concentration of the bearer of the crown.
The ship no longer takes any damage from performing a ramming maneuver.
The ship reverts to a mundane state as a sailing ship with the broken condition when its hitpoints are exhausted. The ship will reanimate only when all damage has been repaired and its hull has been anointed with 5000gp worth of quality rum or hard liquor.
Type: Sailing Ship
AC 2; Hardness 5
Current HP: 1368
Total HP: 1,620 (sails AC:6 HP:360)
Base Save: +6
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
Propulsion: wind or current
Sailing Check: Profession (sailor)
Control Device: steering wheel
Means of Propulsion: 90 squares of sails (three masts)
Cargo/Passengers 150 tons/120 passengers
See Crew of the Man’s Promise
4 Light Ballista on port
2 Light Ballista on starboard
1 Fire Drake in the front
1 Catapult in the back
(Naval combat rules can be found here)
0 GP in ship’s share of loot
10 points of plunder (alcohol, whale oil)
5 points of plunder (pirate ship stuff)
Building supplies, 300g
tools, 55g X 6
Forge (permanent fixture) occupying 10 tons of cargo space.
120 squares of sails
None at the moment
- B1: Creepy Voices Which We Don’t Understand Yet
- B6: Rosie / Sandara
- B6a: Officer L00tz
- B7: Captain’s Quarters – Bruka arr the captain
- B9: Hammock Land – we live there
- B10: Galley – Trapdoor to storage
- B11: Cook’s Cabin – Ambrose there, stashed rum there
- B12: Creepy Crawlies
- B13: Lots of storage, big crossbow
Dominator CR 9
Chelish man-o’-war (sailing ship) (Skull & Shackles Player’s
AC 19, touch 2; Hardness 7
hp 1,620 (sails 960)
Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults
CMB +25; CMD 35
Ramming Damage 10d8
Gear 20(currently 17) light ballistae with 400 bolts (port and starboard),
2 standard catapults with 50 stones (fore and aft), broad
rudder, extended keel, crummy sails, ram, rapiddeploy
sails, silk sails, sturdy hull, 120 squares of sails