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Shipmaster Dave's Skull and Shackles

Game Master Pryllin

Skull and Shackles Adventure Path
Part 1 of 6: The Wormwood Mutiny

Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.


The Wormwood
The Devil Shark

Daytime Ship Actions*
Work Diligently: Gain a +4 bonus on any one check for a job’s daily task
Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC
Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)
Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store
Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered

Nighttime Ship Actions*
Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
Gamble: Play or gamble on a game of chance or pirate entertainment
Entertain: Make one Perform check to entertain the crew
Influence: Attempt to influence a single NPC
Sneak: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.

(*GM reserves right to ignore and twist rules as best suits the story.)

Shackles Rum Ration
Type ingested; Addiction minor, Fortitude DC 5
Effect variable; +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours
Damage 1d3 Con

Minor Addiction
Type disease, variable; Save variable
Onset 1 day; Frequency 1/day
Effect –2 penalty to Con; Cure 2 consecutive saves

Each form of addiction encourages sufferers to continue making use of the drug they are addicted to. While a character is benefiting from the effects of the drug he is addicted to, he does not suffer the penalties of his addiction disease. While he still receives the benefits of the drug and takes ability damage as normal, the disease’s effects are mitigated. As soon as the drug’s benefits expire, the disease’s effects return.

Current Crew:

Ambrose “Fishguts” Kroop-------Human Male-------Helpful
Conchobhar Turlach Shortstone-Gnome Male------Helpful
Crimson "Cog" Cogward---------Human Male-------Helpful
Sandara Quinn-----------------------Human Female---Helpful
Aretta Bansion----------------------Human Female---Helpful
Jack Scrimshaw---------------------Human Male------Helpful
Owlbear Hartshorn----------------Human Male------Helpful
Rosie Cusswell----------------------Halfling Female--Friendly
Tam "Narwhal" Tate----------------Dwarf Male------Friendly
Tilly Brackett-------------------------Human Female---Friendly
"Ratline" Rattsberger--------------Halfling Male------Unfriendly
"Badger" Medlar---------------------Half-Elf Female----Hostile
Barefoot Samms Toppin------------Human Female-----Hostile
Fipps Chumlett------------------------Human Male-------Hostile
Jaundiced Jape------------------------Half-Orc Male------Hostile
Maheem--------------------------------Human Male-------Hostile
Slippery Syl Lonegan-----------------Human Female---Hostile


From Ghouls
pungent silvery liquid in a leather hip flask depicting a crocodile (potion of cure moderate wounds)
three very sharp, oft-used daggers (1 masterwork)
a chest containing six flasks of alchemist’s fire
two barrels of very cheap smelling perfume (2 x 25gp)
a wedding dress inlaid with pearls and set with three tiny rubies (400gp)
a whalebone corset set with mother-of-pearl inlays (20gp)
a dozen silver hatpins set with tiny obsidians (12 x 5gp)
scattered gems - 250gp
56 gp, 97 sp


From Scourge
milky light blue liquid is a potion of blur
tin flask with a few spots of rust containing an acrid bubbling liquid is a potion of cure light wounds.
Punching Dagger coated with black adder venom
masterwork handaxe carved with notches for kills
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements
boatswain’s call
corked dark green bottle containing 8 doses of oil of taggit
six gold teeth worth 5 gp each
hefty waxed coat with many hidden pockets
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder
silver wedding ring worth 25 gp
14 pp, 29 gp

From Plugg
flask containing a pungent silvery liquid is a potion of cure moderate wounds
an amulet with a blue gem surrounded by six short twisted spikes of silver - an amulet of natural armour +1
black leather bracers with green felt filigree - bracers of armour +2
ordinary looking shackles - shackles of compliance
his cutlass spotted with rust and its basket hilt in the likeness of a grinning skull - tidewater cutlass.
Hospitality's Hammock.
his masterwork cat-o’-nine-tails
light crossbow with 10 bolts
half a dozen keys
a leather drinking cup
100 sp and 200 gp.
The chest holds Mr. Plugg’s share of the booty from the Man’s Promise, plunder worth maybe 2000gp. (2 points of plunder)

Leaving the Wormwood

Starting Equipment
Leather armour
Scroll of cure moderate wounds
chain shirt
masterwork short sword

Taking The Man's Promise

3 potions of cure light wounds
1 potion of invisibility
amulet of a carved green stone on a chain of silvery bluish metal. The stone is a creamy green piece of jade that looks exactly like a small turtle shell. The chain twists like coral through the front two leg holes to allow the device to hang from the neck - Amulet of natural armor +1

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