Crisis

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Crisis

Colossal ship
Squares 3 (30 ft. by 90 ft.) Cost 10,000 gp

AC 2; Hardness 5
hp 1,620 (sails 360)
Base Save +6

Maximum Speed 100 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

Propulsion wind or current
Sailing Check +2 Profession (sailor)
+3 on opposed sailing checks to gain the upper hand
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 3 + bilges
Cargo/Passengers 150 tons/120 passengers

Bonus: Broad Rudder, Rapid Deploy Sails, Silk Sails
Weapons: 4 Light Ballista, 1 light Catapult

Formerly known as the Man’s Promise, The Crisis 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 following items are so common aboard the Crisis that the PCs can easily access them at any time: barrels, baskets, blocks and tackle, candles, canvas, grappling hooks, hemp rope (any length up to 200 feet), lanterns, leather drinking vessels and waterskins, sacks, simple tools or hardware (especially carpentry tools such as hammers and nails), and any other simple items the GM deems appropriate.

The decks and compartments of the Crisis are detailed 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 Crisis. Marks in the hull suggest that previous nameplates existed before that one.

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 been split into men’s (port) and women’s (starboard) quarters. Each has a porthole to allow light and fresh air to enter. A hefty trap door sits in the floor of the men’s quarters, 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 rear wall of this cabin holds four gilt-framed windows that rise the full height of the chamber. The cabin contains 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.

Two smaller cabins have been carved out of this space, one each for the captain (starboard) and the first mate (port).

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 Crisis has been stocked with simple weapons and light armor, turning it 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).
This area also contains a light forge and workshop as well as a complete Alchemist’s Lab.
Ezikial Hands slings his hammock in the forward part of this area.
Light Ballista DMG;3d8, Crit;19-20/x2, Range;120 ft., Crew;1, AIM:0, Reload 2rounds

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 now been stocked.

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: The main hold of the Crisis 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.

OFFICERS Gender Race Job Attitude Notes
Chopper Male Human Captain -
Reiko Female Human First Mate -
Ezikial Hands Male Human Master Gunner -
Feruzi Female Human Master Master-at-Arms -
Tolitha Female Human Cook’s Helper indifferent Older Woman Traveling Willing /Poor
Ambrose “Fishguts” Kroop Male Human Cook Helpful
Rosie Cusswell Female Halfling Gunner’s mate Helpful halfling fighter
Sandara Quinn Female Human Ship’s surgeon, chaplain Helpful cleric of Besmara
Leila al-Zahra Female Human Bosun, navigator Helpful Rahadoumi sailor rescued by Chopper
Conchobhar Turlach Shortstone Male Gnome Morale officer Friendly foppish, honey-tongued gnome bard
Simmed Male Human Cabin-Boy Indifferent very young and fearful
Cut-Throat Grok Female Half-Orc Quartermaster Friendly loves her drink
CREW Gender Race Job Attitude Notes
Haroun Male Human Swab Indifferent, Leery of Ezikial Rahadoumi Sailor #1
Maoud al-Azrad Male Human Swab dead Rahadoumi Sailor #2
Belissan Femalale Human Swab Indifferent Former Dancer /Fair
Kulio Male Human Swab Indifferent Sargavan/ Knife-Guy /Good
Insawa Male Human Swab Indifferent Heavy Strong Dark-skinned /Poor
Etto Male Elf Swab Indifferent Aloof Archer /Good
Matty Female Human Swab Indifferent Enthusiastic (Shipwright?) Large family /Poor
Dar Male Human Swab Indifferent Brawler/Good
Lysaro Male Human Swab Indifferent Thin&Poetical keen eyes /Poor
Tenchin Male Human Swab Indifferent Ancient Tien /Excellent
Serhet Male Human Swab Indifferent Kaavan Speaks only Polyglot /Fair
Riis Male Human Swab Indifferent One handed Thuvian Sailor /Good
Marteen Female Human Smith Indifferent Curly haired Crossbowman Quite Strong /Good
Wrast Male Human Swab Indifferent Chelish Sailor recovering from Fever /Fair
Jack Scrimshaw Male Human Swab Friendly Young man, loves scrimshaw, now missing two fingers on his right hand
Crimson “Cog” Cogward Male Human Swab Friendly wears a blue Varisian scarf, loves dark tales
Barefoot Samms Toppin Female Human Swab Friendly From the sodden lands, seldom wears shoes

Generic Pirate Stat Block
XP 200 each
Male or female warrior 2
Medium humanoid
Init +2; Senses Perception +1

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 each (2d10)
Fort +3, Ref +2, Will –1

Speed 30 feet
Melee cutlass +3 (1d6+1/18–20) or
dagger +3 (1d4+1/19–20) or
sap +3 (1d6+1 nonlethal)
Ranged dagger +4 (1d4+1/19–20) or
throwing axe +4 (1d6+1)

Str 13, Dex 14, Con 11, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Athletic, Skill Focus (Profession [sailor])
Skills Climb +7, Intimidate +4, Perception +1, Profession (sailor) +6, Stealth +3, Swim +7
Languages Common
Other Gear throwing axe, cutlass, dagger, sap, basic pirate clothes, personal effects such as cheap earrings, leather belt, lucky rabbit’s foot, hat with a parrot feather plume, etc.

TACTICS
During Combat Pirates fight according to their loyalties. They always look out for themselves first, but aid those they are helpful to next.
Morale A pirate withdraws from combat when reduced to 6 hit points or fewer, and flees when reduced to 3 hit points or fewer.

The cutlass appears in Pirates of the Inner Sea.

Crisis

Skull and Shackles Gurtchmann