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@Nutcase Entertainment: You are correct, no templates.
@♠Spade♠, GM_Rorek, & NenkotaMoon: Yes, any of the Occult classe are acceptable.
@goodwiki: While I don't want to stifle anyone's creativity, just remember Usatlav is a very insular, xenophobic place. The farther you get from the mainstream races the more prejudice you're likely to encounter.
With my Skull and Shackles campaign currently languishing in the doldrums I’ve decided to start up another campaign. I’m looking for four players (a 5th spot has already been reserved) to join me in the Carrion Crown adventure path.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from any Paizo publication will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Carrion Crown’s Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will have the option to roll for their hit points or to accept the average for their class (rounded down on even levels, rounded up on odd) whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class.
If you have any questions, feel free to post them here or PM me and I'll answer them as quickly as possible.
Neela, the settlement is located on the Slithering Coast of western Garund, so named due to the large amounts of sea snakes and Naga tribes which inhabit the area, and is not actually on an island.
"There may be some Serpentfolk ruins further inland but none that I know of anywhere near here. This area was under the control of a tribe of water nagas when the villa was built. They didn't take kindly to someone settling on their lands so they drove them off. Fortunately Rickety managed to reach an agreement with them and we're left pretty much alone. But they still don't take kindly to strangers, so no one wanders too far from home."
Unless someone has something to add:
As Rhialla gazes about the room she catches the eyes of most of the crew she receives some enthusiastic smiles and some wary, thoughtful looks but can't seem to gauge the overall mood of the crew.
After the meal most of the crew returns to the taproom to continue drinking while others leave the villa and begin to wander around the settlement.
Feel free to explore the settlement although there's not much to see. There is a small market area where you can buy/sell goods along with the docks, a boathouse, and the dry docks.
After getting settled into your rooms and taking a couple of hours for "leisure time" you regroup in the villa's rotunda in time for the noonday meal. Most of the conversations fall silent and curious eyes turn to you as you enter. Most of your crew are already here and many give you a nod, smile, or other form of acknowledgement as you enter.
Rickety directs you to sail further up the estuary where two cutters wait to tow your ship into the dry dock. As you sail out of the pounding noon day sun and underneath the overhanging jungle canopy you notice that the palm fronds and other leaves appear brown and wilted and that the river itself seems to be several feet below it's banks.
Rickety's Squibs, led by Rickety Hake,has been in business for over 13 years and throughout that time has done business with a number of the Free Captains of the Shackles. The area was once the retreat of a Sargavan noble until hostile water nagas forced her out.
"Good choices" Rickety says as you describe the modifications you want made "Let's see.. for the refit, adding the broad rudder, re-rigging the sails and replacing them with silk sails as well as dying them to your specifications I'd say would cost ya 5,000 gold pieces. As for the figurehead I'd think one of the ships carpenters could carve you one for an additional 150 gold for one of one of the ladies, more for both." Hake looks expectantly at Percival as he announces the fee "I assume you can cover that amount? if'n not I'm sure we can come to some sort of equitable arrangement."
One thing Percival said about how Plugg planned to pay for the refit got me thinking and so I dug back through the first book and found in the description of the Man's Promise that there was a locked/trapped chest in the Captain's Quarters that contained Plugg's share of the treasure from taking the ship.
Now that you are getting ready to set sail here are some rule subsystems you'll need to know.
There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed.
Winning Plunder: What gains a group plunder is largely decided by the GM or is noted at the relevant points throughout the Skull & Shackles Adventure Path. Typically, at any point the PCs claim a ship’s cargo, conquer an enemy’s hideout, or find a significant treasure, there’s the potential for a portion (sometimes a significant portion) of that wealth to translate into plunder. Plunder means more than five wicker baskets, a barrel of pickled herring, three short swords, and a noble’s outfit; it’s a generalization of a much larger assortment of valuable but generally useless goods (and serves to help avoid bookkeeping on lists of random goods). Rather, a cargo ship carrying construction timber, dyed linens, crates of sugar, animal furs, and various other goods might equate to 4 points of plunder. Just as when awarding more standard forms of treasure, a GM doling out plunder should consider the challenge of winning the plunder and the actual value of the plunder if the PCs cash it in (see below). As a rule of thumb, GMs seeking to give the characters a minor reward might give them 1 point of plunder, while a major reward would be 5 points of plunder.
Value of Plunder: Plunder is valuable for two reasons: It can be sold for gold pieces, and it helps you increase your Infamy (Infamy is further detailed below). In general, 1 point of plunder is worth approximately 1,000 gp, whether it be for a crate full of valuable ores or a whole cargo hold full of foodstuffs. Regardless of what the plunder represents, getting the best price for such goods is more the domain of merchants than pirates, and just because cargo might be worth a set amount doesn’t necessarily mean the PCs can get that much for it. Exchanging 1 point of plunder for gold requires a PC to spend 1 full day at port and make an applicable skill check. Regardless of how much plunder the PCs have, one PC must spend a full day trading to exchange 1 point of plunder for gold. The PC trading also must be the same PC to make the skill check to inf luence the trade. The larger the port and the higher the skill check, the better price the PCs can get for their plunder. At smaller ports there’s little chance of getting more than half value for plunder, unless a PC can employ a skill to make a better deal. At larger ports, the chances of finding a buyer willing to pay a reasonable price for cargo increases, and PCs can still employ skill checks to make even more lucrative bargains. PCs seeking to win a higher price for their plunder can make one of the following skill checks and apply the results to the table below: Bluff, Diplomacy, Intimidate, or any applicable Profession skill, like Profession (merchant). A poor result on a skill check can reduce the value of plunder. If the PCs are not satisfied with the price they are offered for their plunder, they need not take it, but a day’s worth of effort is still expended. They can try for a better result the next day.
The table below explains how much PCs can expect to get for their plunder in communities of various sizes, the skill check DC required to increase this amount by a set percentage, and the maximum amount buyers in a community can be convinced to buy plunder for. Each column is explained in brief here.
Community Size: The size of a community is determined by its population, noted in every community stat block and further detailed in the Pathfinder RPG GameMastery Guide.
Base Sale %: Every community is willing to buy plunder from the PCs, but not necessarily at its full value. This column lists the percentage at which a community is willing to buy 1 point of plunder (along with that percentage’s expression in gold pieces).
DC to Increase Sale: This is the skill check DC required to increase the sale percentage a community offers for plunder. Every community can be convinced to offer more for plunder (to a maximum sale percentage listed in the final column of the table below), but this requires the PCs to make a skill check. The DC of this skill check is 10 + an amount determined by how much the PCs are trying to increase the sale percentage. For example, if a PC is unwilling to accept a mere 20% of the value of his group’s plunder when attempting to sell it in a hamlet, he can attempt to increase this percentage by 5% by making a DC 15 skill check. If he wants to attempt to increase the percentage to 30% (the maximum amount the hamlet can possibly pay), he must make a DC 20 skill check. Failure results in no increase, and this skill check can only be made once per day. In larger communities, the DC to increase these percentages rises, but the percentage also increases, as does the maximum percentage buyers can be talked up to.
Maximum Sale %: This is the highest percentage at which a community can be talked into buying 1 point of plunder. Merchants in a community will never buy plunder for a higher price than this. Additionally, this column lists the skill check DC required to haggle buyers up to this percentage, and how much the percentage is worth in gold pieces.
Spending Plunder: In addition to its value in gold pieces, plunder is vital to increasing a pirate crew’s Infamy. See the Infamy subsystem for more details.
Buying Plunder: Although gold typically proves more valuable and versatile than plunder, some parties might wish to exchange their traditional wealth for plunder. In any community, a party can buy 1 point of plunder for 1,000 gp. What form of goods this plunder takes is determined by the GM
Community Size / Base Sale (GP for Plunder) / % DC to Increase Sale / Maximum Sale % (Max DC & GP for Plunder)
Thorp / 10% (100 gp) / 10 + 5 per 5% / 20% / (DC 20; 200 gp)
Infamy and Disrepute:
Infamy and Disrepute
Some pirates only do what they do for the promise of wealth, being little more than brigands of the waves. Others do it for the reputation, fearsomeness, and power that comes with numbering among the most notorious scallywags on the seas. That’s where Infamy comes in. Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. At the most basic level, infamous pirates have the potential to press-gang unfortunates into their crews, get repairs to their ships in nearly any port, and win discounts from merchants they’d prefer not to rob. As a crew becomes more and more infamous, however, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its f lag. This system allows characters to track how their legend is growing over the course of the campaign, along with providing them tangible rewards for building appropriately piratical reputations.
Infamy and Disrepute Scores: In a method similar to the tracking system for Fame and Prestige Points detailed in Pathfinder Campaign Setting: Pathfinder Society Field Guide, a party has two related scores, Infamy and Disrepute. Infamy tracks how many points of Infamy the crew has gained over its career—think of this as the sum of all the outlandish stories and rumors about the PCs being told throughout the Shackles. Infamy rarely, if ever, decreases, and reaching certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. Infamy is limited by actual skill, however, and a group’s Infamy score can never be more than 4 × the PCs’ average party level.
Winning Infamy and Disrepute: A few things are required to gain Infamy: an audience, a deed to tell about, and a flair for storytelling. Proof of the group’s deed in the form of plunder doesn’t hurt either.
Infamy and Disrepute per Port: No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. However, this amount resets every time a group reaches a new Infamy threshold. Thus, once a group gains 5 points of Infamy and Disrepute in Quent, it can gain no further points of Infamy from that port until it reaches the next Infamy threshold, though the crew can travel to another port and gain more Infamy by boasting to a new audience.
Plunder and Infamy: Plunder can modify a PC’s attempt to gain Infamy in two ways. Before making an Infamy check for the day, the party can choose to spend plunder to influence the result—any tale is more believable when it comes from someone throwing around her wealth and buying drinks for the listeners. Every point of plunder expended adds a +2 bonus to the character’s skill check to earn Infamy. The party can choose to spend as much plunder as it wants to influence this check—even the most leaden-tongued pirate might win fabulous renown by spending enough booty.
Spending Disrepute: A group’s Disrepute can be spent to buy beneficial effects called impositions, though some impositions might only be available in certain places— such as at port—or might have additional costs—like forcing a prisoner to walk the plank. Spending Disrepute to purchase an imposition requires 1 full day unless otherwise noted. When Disrepute is spent, the group’s Disrepute score decreases by the price of the imposition, but its Infamy (and, thus, the group’s Infamy threshold) remains the same. The prices of impositions and the Infamy threshold required to make those impositions available are detailed below.
Title & Infamy Required / Benefit
The following benefits can be purchased by groups that spend the listed amount of Disrepute and have achieved the requisite amount of Infamy. Over the course of the Skull & Shackles Adventure Path, characters might find other ways to spend their Disrepute. GMs are also encouraged to create their own impositions using the following as guidelines.
Infamy Cost / Imposition Benefit
This massive sailing ship has one to four masts (usually two or three) with either square or lateen sails. Often they have raised forecastles and sterncastles. Sailing ships are primarily used for ocean travel. Most merchant ships, and many military and pirate vessels are sailing ships of one type or another. Sailing ships come in a variety of different designs, including barques, brigantines, caravels, carracks, larger cogs, frigates, galleons, schooners, sloops, and xebecs. A sailing ship with four masts and outfitted with siege engines is often known as a man-o’-war.
You currently have two light ballistas attached to the sterncastle.
"Of course you are, Dearie. Otherwise why would you come to Ol' Rickety's, eh. The refit I can do, the naming part would be up to you." He and his crew begin to fan out looking over the ship.
Additional Crew Quarters: This translates into more space for a ship’s sailors to sleep and eat. The ship may support 10% more passengers, but its cargo capacity is decreased by 10%.
The following improvements may be added at a later date (they are currently beyond the capabilities of Rickety's Squibs).
Magically Treated Control Device: The ship’s steering wheel or tiller is magically treated, doubling its hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
The old man climbs the ladder, with a quickness and agility which belies his age, as the other rowers follow. With a vault over the rail he walks across the deck to approach Percival, his rolling gait a testament to a life spent at sea. With a gap toothed grin he extends his hand to the big Chelaxian "The name's Hake, Rickety Hake late of the Bearded Whore, captained by Free Captain Gurnett. A fine Captain til she fed The Kraken at the battle of Nolis Point." he shakes his head to clear away the memory "Now what can we do for you?"
As the other officers make their way to the officer's quarters to settle in for the night Percival and Rhialla retire as well. Waking in the morning they feel remarkably refreshed (If either of you are still wounded regain hit points as if you had a full day of bed rest (2x character level)).
Here is a compiled list of the magic items you've acquired.
In addition to the above items everyone gets the following loose change each.
The crew responds to Jaina's commands readily enough and soon the anchor is raised and the sails unfurled as the Man's Promise begins to make way, leaving Bonewrack Island to shrink away in the waning daylight.
Sorry, everyone. I ran into the perfect sh@tstorm of problems. From being on vacation, then ending up getting sick with Strep, to returning to work to find that I needed to go to Dallas for a week long training class for a recent promotion.
Sorry about the delay in posting. Been a little under the weather recently.
Roles Aboard a Pirate Ship
A pirate crew is more than just a mob of cutthroats on a ship; all crew members have specific roles and responsibilities, with harsh punishments being meted out upon those who shirk their duties. Listed here are some of the standard roles aboard a typical pirate ship. Not all of these roles might be represented on every vessel, but such details can help players understand their characters’ daily duties.
Boatswain: The boatswain, or bosun (pronounced “bosun” either way), is responsible for the upper deck of the vessel and above. This makes the boatswain accountable for all rope, rigging, anchors, and sails. At the start of the day, the boatswain and those under her weigh anchor, raise the sails and report on the general condition of the ship’s deck to the captain. As she oversees many of the ship’s basic daily labors, the boatswain is often responsible for keeping discipline and dispensing punishment.
Cabin Boy/Girl: Servant to the captain and other officers, this low-ranking and typically young crew member assists other sailors in their duties and runs various errands across the ship, requiring him or her to gain a measure of understanding of almost all the ship’s roles.
Captain: The ultimate authority on any ship, his word is law to all on board. The captain chooses where to sail, what to plunder, and who fills the other stations aboard the vessel, among many other command decisions. Leadership often proves perilous, however, as a captain is, above all, meant to secure success for his ship and crew. Failing to do so increases the threat of mutiny.
Carpenter/Surgeon: No matter what enchantments or alchemical unguents augment a pirate ship, its heart and bones are still wood. This simple fact makes the carpenter one of the most important positions aboard any vessel. Carpenters are chiefly responsible for maintaining the ship below the deck, finding and plugging leaks, repairing damage, and replacing masts and yards. As the crew member most skilled with the saw, the carpenter typically serves as a ship’s surgeon as well—bones cut just as easily as timbers.
Cook: While the quartermaster normally allocates the rations, the cook and his apprentices make and distribute meals to the crew. Although some better-outfitted vessels employ skilled cooks to attend to the captain and the officers, many cooks are drawn from crew members who have suffered crippling injuries, allowing them to still serve even after such trauma.
Master-at-Arms: Concerned with the security of the ship, the fitness of the crew, and the dispensing of justice, the master-at-arms typically is one of the most feared and dreaded of a ship’s officers.
Master Gunner: The master gunner is in charge of all shipboard artillery, ensuring moisture and rust don’t ruin the weapons and that the crew knows how to use them. On board ships with firearms, the master gunner maintains the vessel’s cannons, firearms, and powder supplies; on ships without such weapons, she maintains the ballistas, catapults, and so on.
Quartermaster: The quartermaster oversees the supplies and items stored aboard the ship. She maintains the supplies of food and weaponry, oversees the disbursement of food to the cook, and doles out the rum ration to the crew.
Rigger: Riggers work the rigging and unfurl the sails. In battle, next to that of a boarding party, the riggers’ job is one of the most dangerous, as they pull enemy vessels near enough to board.
Swab: Any sailor who mops the decks. Also used as slang for any low-ranking or unskilled crew member.
Percival, the average of d10 is 5.5. Rounding up (on the even levels) would make it 6, while rounding down (on the odd levels) would be 5.
Hit dice (average):
Searching the bodies of the fallen sailors turns up nothing, aside from their weapons, but some personal effects and worthless knick-knacks.
Dagger-Heal or Craft (alchemy) check DC:11):
The substance on the blade is Black Adder venom
Dark green bottle- Heal or Craft (alchemy) DC:15):
The liquid in the bottle is Oil of Taggit. It seems there is enough for about 8 doses of the stuff
Snuff Box-Heal or Craft (alchemy) DC:18:
The powder in the snuff box is Dark Reaver powder
Vial #1-Spellcraft DC:16:
Potion of Cure Light Wounds
Vial #2-Spellcraft DC:18:
Potion of Blink
Ring of Swimming
Turning your attention to Plugg you find a cutlass whose blade is spotted here and there with rust, a well made cat-o-nine tails, a light crossbow with 13 bolts, an amulet made of bone, a ring, and oddly a pair of shackles. Searching his coat you find a vial of liquid, and a pair of belt pouch containing 125 sp and 250 gp. Neela surveys the loot and discovers that the cutlass, three of the bolts, the amulet, the ring, the vial, and the shackles all radiate magic.
It's a Tidewater Cutlass.
Crossbow bolts-Spellcraft DC:20:
They are Screaming Bolts.
It's an Amulet of Natural Armor +1
Ring of Protection +1
Potion of Cure Moderate Wounds
They are Shackles of Compliance.
Shackles of Compliance
Aura faint enchantment; CL 3rd
Slot wrists; Price 3,280 gp; Weight 2 lbs.
These battered iron manacles are typically found with a small spiked iron key in one of the locks.
The shackles magically adjust themselves to fit around the wrists of any creature from Small to Large size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles’ key can cast command (DC 25 Will) on the wearer of the shackles three times per day.
Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles’ lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check. The manacles lock can be opened with a DC 30 Disable Device check.
Rhialla "Buxom" Blackwater wrote:
"Be careful going belowdecks Neela. Hartigan's little plaything and a few others are still down there, not everyone is likely to be friendly. At least not yet."
Did you mean Caulky Taroon, the cabin girl? She didn't come with you. By my recollection (I can remember posting a list of who came aboard the Man's Promise but couldn't find it) everyone who sailed with you is accounted for, except for Fishguts who is probably in the galley.
Rosie continues slicing Scourge with her axe, whittling at his resolve as the direness of his situation slowly sinks in.
Rhialla glides over to Plugg like the Angel of Death and like that grim reaper dispatches the former First Mate to the afterlife.
With Plugg dealt with, Aaron steps up to Scourge with his cutlass drawn but the cornered boatswain continues to defend himself against all comers.
Neela, Rosie and Percival are up at the top of Round #6
Plugg's eyes go wide as Jaina sinks the crab's claw deep into his sternum, only to close as he collapses to the deck unconscious blood pouring from his wound.
Sandara stabs her rapier into Syl's chest delivering the Final Mercy. Wiping the blood from her blade she steps back to watch Randall and Scourge duel.
Crimson, keeping a weary eye on Maheem and the other sailors, scoops up their weapons. Once finished he stands ready to attack in case they change their minds about surrendering.
Bardic performance: 5/9
Scourge continues to harass Randall, swinging his axe at the bard, but worry about Rosie behind him throws the boatswain's timing off causing him to miss.
Flank me? No,no, Flank you.
Owlbear, heeding Jaina's words, tucks his club in his belt and stands there with his arms crossed at a loss for what to do, until he hears the shouts from the sailor he originally knocked into the drink. Picking up a coil of rope he tosses a line over the side to begin hauling him up.
As Rhialla stabs her rapier into the half-orc's heart, Japes lets out a gasp of breath before becoming still.
Top of Round #5:
Neela winds the strands of fate tight around Percival as the fighter moves across the deck. Percival's pike takes Syl unawares as he stabs her in the back. When he removes the pike the completely mad murderess falls to the deck unconscious.
Rosie continues the fight against Scourge. With Scourge distracted by Randall the halfling manages to strike Scourge in the back with her axe.
Stabilization roll (Sailor #4): 1d20 - 4 ⇒ (16) - 4 = 12 Stable
Syl continues to cross swords with Sandara, their duel a series of parries and thrusts. Syl shouts in triumph as her cutlass slashes Sandara, opening a bloody gash across her abdomen.
Maheem, seeing the tide of battle beginning to turn, tosses his weapon to the deck "Bah, this is not worth dying for. I yield" He tells Owlbear holding his empty hands out to his side. A confused Owlbear looks to Jaina and Percival for guidance.
Aaron swings his cutlass at Plugg
Rhialla is up, followed by Neela, Rosie, and Percival at the top of round #5