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1,050 posts. Alias of Vanulf Wulfson.


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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.

Changeling Oracle of Life

Either of those would be fine.

I would hope for at least once a day, excepting weekends, but real life often has a knack for getting in the way so I won't freak out if we don't hear from a player for a couple of days.

Most of the PbP's I've played in and run have been that way. If that's not exactly your cuppa then feel free to go no further.

Recruitment closes on the 22nd so I would expect to have the game up and running within a couple of days after that.

2 people marked this as a favorite.

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.
Recruitment will end February 22nd @ 6pm. CST.

The Rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.

• 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.
Thank you for your interest.

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.

"More?" Chandra asks, confused "No it's just plain bad luck. Gozreh just seems to be withholding the rain until he changes his mind and then we'll probably get some great deluge just to compensate, but until then things will be a little dry."

"Bah, it's not the heat. It's always hot here. It's the damned drought. Haven't had decent rain in almost a month and it's making people...testy."

Somewhat taken aback at Neela's barrage of questions Chandra responds "Welcome, Neela. Yes, I am a Druid and I'm not really in charge of the inn. I'm more along the lines of an unofficial mayor for Rickety's"

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.
A Human female approaches you her hand extended "Welcome, I'm Chandra Bristlewick, the steward here at Rickety's. If there's anything you I can do for you just let me know. Chows over there on the left, beer and ale are available from the tap. It's not much given the current circumstances but it's hot and filling." She moves on past you as you head over to get some food.
Just to make things simple, deduct 1 gp per day for your meals and drinks. Unless you want something fancier than the beer and ale.
As you get your food you overhear some of the general conversation, mostly about the weather and how damned hot it's been and the distinct lack of rain and that even with Chandra's magic some of the crops might still fail.

Wishing you all a joyous (and safe) New Year.

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.
With the ship securely stowed in the docks you and your crew disembark and head to the large building near the center of "town". As you approach you see the remains of what might have once been a grand villa but the weather has reduced it to a shadow of it's former self. A small hand painted sign that reads "Rickety's Squibs" hangs above the entrance
You enter through the rotunda into what now serves as the taproom and dining hall for the entire settlement. "There are several vacant rooms along the outer wings." Rickety proclaims "You and your men are welcome to stay in any of them you choose. Now, if you'll excuse me I have to return to business of overseeing the squibbing of your ship."
Taking his leave Rickety departs the main hall and returns to the docks. Looking around you see several men and women, and a couple of halflings, eyeing you expectantly. Your crew begins to disperse down the halls of the building's wings, gear in hand, looking for a place to settle in.


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."
"It'll take six days to refit the ship to your liking, you are welcome to stay at Commons free of charge until she's done, although food and drink will still cost ya'"

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.
The treasure is equal to two points of plunder (See the description above for how to deal with plunder). Rickety's is considered a Village for the purpose of selling/spending plunder.

If anyone would be so kind as to kickstart the gameplay thread, that would be appreciated.

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.
Plunder is not meant to serve as a replacement for more standard forms of treasure. GMs should still award characters gold and magic items to keep them prepared to face new challenges, whereas plunder serves as a useful shorthand for what varied mundane treasures are discovered and can be sold for values in gold. Characters can also buy plunder if they wish, though those who do so risk becoming known as merchants rather than pirates.

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)
Hamlet / 20% (200 gp) / 10 + 5 per 5% / 30% / (DC 20; 300 gp)
Village / 30% (300 gp) / 10 + 5 per 5% / 40% / (DC 20; 400 gp)
Small town / 40% (400 gp) / 10 + 5 per 5% / 60% / (DC 30; 600 gp)
Large town / 60% (600 gp) / 10 + 5 per 5% / 80% / (DC 30; 800 gp)
Small city / 80% (800 gp) / 10 + 10 per 5% / 90% / (DC 30; 900 gp)
Large city / 90% (900 gp) / 10 + 10 per 10% / 120% / (DC 40; 1,200 gp)
Metropolis / 100% (1,000 gp) / 10 + 10 per 10% / 140% / (DC 50; 1,400 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.
Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely fluctuate over the course of a pirate crew’s career and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero. This isn’t something to worry about, though, as a low Disrepute score has no bearing on a crew’s overall reputation—on the contrary, it merely means they’re making use of the benefits their status has won them. However, it does represent that even the PCs’ legend can only take them so far, and if a group’s Disrepute drops lower than the Disrepute price of a benefit, the crew must spend time building its Disrepute back up before it can purchase that benefit.

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.
To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.
Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.

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.
Additionally, if a PC fails an Infamy check, the party can choose to spend 3 points of plunder to immediately reroll the check. The party may only make one reroll attempt per day, and spend the plunder even if the second attempt fails—some people just aren’t impressed no matter how much loot you throw at them.

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.

Infamy Threshold
The following benefits are available to groups that achieve the listed amount of Infamy.

Title & Infamy Required / Benefit
Disgraceful (10+ Infamy) / Characters may purchase disgraceful impositions. The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.
Despicable (20+ Infamy) / Characters may purchase despicable impositions. Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.
Notorious (30+ Infamy) / Characters may purchase notorious impositions. Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.
Loathsome ( 40+ Infamy) / Characters may purchase loathsome impositions. Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder.
Vile (55+ Infamy) / Characters may purchase vile impositions. Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.


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

Disgraceful Impositions
2) Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items.
5) Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level.
5) Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day.
10) Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week.

Despicable Impositions
5) Lashings!: The speed of the PCs’ ship doubles for 1 day.
5) Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10) Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10) Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.

Notorious Impositions
5) You’ll Take It!: The PCs can spend up to 5 points of plunder in 1 day at 50% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
5) Honor the Code!: The PCs and their crew gain a +4 bonus on all Charisma-based skill checks made against other pirates for the next 24 hours.
10) Master the Winds!: As a standard action, a PC on board her ship can cast call lightning storm, control winds, mirage arcana, or telekinesis with a caster level equal to her character level.
15) Chum the Waters!: For every Infamy threshold they possess, the PCs summon 1d4 sharks into the waters surrounding their ship. These sharks are not under the PCs’ control and viciously attack any creature in the water.

Loathsome Impositions
5) Evade!: Teleport your ship 100 feet in any direction. This imposition can be used once per day.
10) You’ll Take It and Like It!: The PCs can spend up to 5 points of plunder in 1 day at 100% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
10) Master the Waves!: As a standard action, a PC on board her ship can cast control weather, discern location, hero’s feast, or waves of exhaustion with a caster level equal to her character level.
20) The Widow’s Scar!: Choose one enemy to curse. You and your crew gain a +2 bonus on attack and damage rolls against that NPC for 1 week. The enemy is aware of the curse and who cursed her, and can end the effect with a remove curse spell.

Vile Impositions
10) More Lashings!: The speed of the PCs’ ship quadruples for 1 day.
15) The Hungry Sea!: A PC aboard her ship may cast elemental swarm, storm of vengeance, or whirlwind as an 17th-level caster.
20) Dive! Dive! Dive!: The PCs’ ship submerges and can travel underwater at its normal speed for up to 1 hour. During this time, the vessel is encompassed by a bubble of breathable air and takes no ill effects from the water—even most sea creatures keep their distance. The ship leaves no visible wake upon the waters above, but might be visible in particularly clear water.
25) Summon the Serpent!: One sea serpent comes to the aid of the PCs’ ship. This sea monster is under the control of the PCs and serves for 10 minutes before disappearing back into the deep.

The settlement can purchase all your items except for the Vindictive Harpoon.

Happy Birthday! Enjoy your day.

A map and description of Rickety's Squibs has been posted on the Campaign Info tab.

A map and description of Rickety Squibs has been posted on the Campaign Info tab.

Man's Promise:
Sailing Ship
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: 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)
Crew: 20
Decks: 2 or 3
Cargo/Passengers: 150 tons/120 passengers

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.
Weapons: Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship.
In addition, up to two Large or one Huge direct-fire or indirect-fire siege engine may be positioned on both the forecastle and sterncastle of the ship. These siege engines can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position.

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.
After about a half hour Rickety confers with his men and ambles over to you "We can do a basic refit and rerig for you all for about 2,000 gold. Lucky for you the dry dock is currently empty and we can tow you over and begin right away. Now," he rubs his stubbly chin thoughtfully "if'n you want some modifications made, like a smuggler's holdout or two, we can do that as well for an extra fee. The basic rebuild will take about three to four days, of course any other extras you wish to add might delay that longer."

Ship Improvements:
The following ship improvements can be added to a 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%.
Requirements: Craft (ships) DC 22
Cost: 20% of base ship cost
Armor Plating: By attaching metal plates to the ship, the hull’s hit points are increased by +15% and its hardness is increased by +4. This modification reduces a ship’s cargo capacity by 15%. The armor plating slows the ship, imposing a –1 penalty on all sailing checks. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is reduced by 20%.
Requirements: Craft (ships) DC 28
Cost: 30% of base ship cost
Broad Rudder: A wide rudder makes a ship more nimble, granting a +1 bonus on all sailing checks.
Requirements: Craft (ships) DC 16
Cost: 500 gp
Concealed Weapon Port: The ship’s belowdecks area undergoes major reconstruction in order to house Large direct-fire siege engines, such as light ballistae or cannons, if they are in use in the campaign. A concealed weapon port can only be recognized on a successful DC 15 Perception check. Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.
Requirements: Craft (ships) DC 16
Cost: 100 gp per port (in addition to the cost of the weapons)
Figurehead: Some ships sport fanciful carvings on their bowsprits. This modification is strictly cosmetic, with no real impact on game play. Players are encouraged to design their own custom figureheads, such as dolphins, mermaids, and other such creatures of myth.
Requirements: Craft (carpentry) or Craft (sculptures) DC 10
Cost: 100–1,000 gp, depending on the port and the craftsman
Glass Bottom: The bottom of the ship is inset with wide windows, permitting those inside to gaze into the ocean. This has no effect on ship performance, other than making the ship’s bottom only as strong as thick glass (hardness 1, hp 3, Break DC 8).
Requirements: Craft (glass) DC 19
Cost: 5% of base ship cost
Increased Cargo Capacity: An efficient remodeling of the ship’s layout means more room for the ship’s stores. The ship’s cargo capacity is increased by 10%.
Requirements: Craft (ships) DC 22
Cost: 15% of base ship cost
Movable Deck: The features of the ship’s decks are designed to be moved in order to disguise the ship as an altogether different vessel. After pulling up dozens of kingpins, the crew can slide the sterncastle forward on hidden rails, rearrange the position of the masts, extend the gunwales, lower the poop deck, transfer the ship’s wheel, and make other cosmetic changes such as a new figurehead and different-colored sails. The secret pins, levers, and tracks can only be found with a DC 20 Perception check during a close examination of the ship.
Requirements: Craft (ships) DC 28
Cost: 40% of base ship cost
Ram: The ship bears a standard ram, usually sheathed in bronze or iron, mounted on its bow. A ship equipped with a ram deals an additional 2d8 points of damage with a ramming maneuver, and ignores the damage for the first square it enters of a solid object, and all damage from ramming creatures or other objects (such as other ships).
Requirements: Craft (ships) DC 10
Cost: 50 gp (Large ship), 100 gp (Huge ship), 300 gp (Gargantuan ship), or 1,000 gp (Colossal ship)
Rapid-Deploy Sails: The ship’s rigging undergoes a wholesale change as improvements in engineering enable the sails to be raised and lowered much faster than normal. Any sail adjustments can be made in half the normal time, granting a +1 bonus on all sailing checks.
Requirements: Craft (sails) or Knowledge (engineering) DC 25
Cost: 10% of base ship cost
Silk Sails: Few ship improvements are as beautiful as the addition of silk sails. These sails can be designed in whatever color the player desires; they are often embroidered with striking images of the sea. Such sails are usually imported from faraway lands. Silk sails give the ship superior rates of movement, as they capture and displace the wind more efficiently. A ship with silk sails gains a +1 bonus on opposed sailing checks to gain the upper hand. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is increased by 10%.
Requirements: Craft (sails) DC 16
Cost: 15% of base ship cost
Smuggling Compartments: The ship’s bulkheads are modified so that gaps between them can serve as hidden cargo storage areas. This does not change a ship’s cargo capacity. A smuggling compartment can hold anything that fits within a 5-foot cubic space. If you are using the plunder rules (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the plunder system), in general, two smuggling compartments are required to hold 1 point of plunder. A DC 20 Perception check is required to locate smuggling compartments in a search of the ship.
Requirements: Craft (ships) DC 19
Cost: 500 gp per 5-foot-square compartment
Sturdy Hull: The ship’s body has had additional supports and layers of wood added to it, making it thicker and more resilient. The hull’s hardness is increased by 2, but the ship’s cargo capacity is reduced by 10%.
Requirements: Craft (ships) DC 16
Cost: 10% of base ship cost
Wooden Plating: For protection during naval combat, this ship has received additional wooden planks nailed to its hull. The hull’s hit points are increased by 5% and its hardness is increased by 2. However, this reduces cargo capacity by 10% as extra room must be made inside for beams to support the reinforcements. The ship’s tactical speed in ship-to-ship combat is not affected, but its waterborne speed is reduced by 10%.
Requirements: Craft (ships) DC 25
Cost: 20% of base ship cost

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.
Requirements: Craft Wondrous Item, Craft (ships) DC 15
Cost: 1,000 gp
Magically Treated Hull: The ship’s hull is magically treated, doubling the ship’s hit points and hardness. This improvement can only be added by a spellcaster with the Craft Wondrous Item feat.
Requirements: Craft Wondrous Item, Craft (ships) DC 15
Cost: 4,500 gp per square of ship
Magically Treated Oars: The ship’s oars are magically treated, doubling their 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)).
Two days pass as the crew begins to come together under Jaina's "guidance" with Randall navigating the ship to their destination. As the ship rounds the headland that conceals a hidden estuary from view of the sea you notice a red and yellow checkered flag being hoisted from a previously hidden watchtower while an answering blue flag is raised from the docks ahead.
Several people begin to emerge from the shaded buildings to watch your arrival while a single masted longboat launches from one of the piers to meet you. The longboat being rowed by six sailors pulls alongside as a stooped, old man with a fringe of white hair calls out "Drop anchor and permission to come aboard."

Here is a compiled list of the magic items you've acquired.
+1 Armored Coat
Feather Token (Anchor)
Whale’s skull scroll
+1 Crossbow bolts, light x5
Bracers of Armor +2
Potion of Cure Moderate Wounds
Wand of Summon Nature's Ally II (11 charges)
Vindictive Harpoon (small)
Potion of Cure Light Wounds
Potion of Displacement (Replaces Potion of Blink, since Blink cannot be made into a potion)
Ring of Swimming
Tidewater Cutlass
Screaming Bolts x3
Potion of Cure Moderate Wounds
Amulet of Natural Armor +1
+1 Ring of Protection
Shackles of Compliance

In addition to the above items everyone gets the following loose change each.
78 sp
132 gp
4 pp

I've gone ahead and updated the loot list with all the items from the grindylow cave. I figured that in the two days it takes to sail to Rickety's you should be able to identify the remaining items.

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.
As night falls you gather in the Captain's quarters to discuss your next moves while the remaining crew clear the deck of the blood spilled during the fight. As the night's watch remains on deck the sailors retire below deck, half fearful for what might come the other half watchful for signs of dissent.
Soon there is a knock on the cabin door as young Jack Scrimshaw enters with a tray of food from the galley. Much to your surprise it is not the normal "stew" that Fishguts has been serving lately but an actual meal, seasoned quite well in fact. As you settle in for your meal young Jack tugs at his forelock as he closes the door behind him.

I had hoped to curl up in the lazy boy with a bottle of beer last week and get this rolling again, but that didn't happen. So here I am with a glass of iced tea instead (it's just not the same) to get the creative juices flowing.

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.
I just got home last night and after about 11 hours of sleep I'm ready to get things moving.

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.

Rhialla "Buxom" Blackwater wrote:

1d8 d8 (4.5) Up (Even level) =5

1 Wisdom
+1 Fort/Will
+1 1st level spell
+1 2nd level spell
2 skill points +1 FCB:
+1 Heal
+1 Profession sailor

+1 Human skill bonus?

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):
d6 (3.5) Up (Even level) =4 / Down (Odd level) =3
d8 (4.5) Up (Even level) =5 / Down (Odd level) =4
d10 (5.5) Up (Even level) =6 / Down (Odd level) =5
d12 (6.5) Up (Even level) =7 / Down (Odd level) =6

Oh, everyone can level up to 4th level.

Loot list updated

Searching the bodies of the fallen sailors turns up nothing, aside from their weapons, but some personal effects and worthless knick-knacks.
Giving Scourge the once over you find a suit of finely crafted studded leather, a silver ring, a punching dagger which once drawn from it's sheath you can see is coated with some oily substance, a well balanced handaxe with several notches carved into the handle, a short bow and 12 arrows, a whip, his boatswain call, and a dark green bottle containing some more oily liquid. Searching his waxed coat's pockets you find two more vials of liquid and a leather snuff box with a diamond stud which contains some type of powder which you know is definitely not snuff. Inside his mouth are seven gold teeth, amongst the other rotted ones, which you think could fetch a pretty penny once removed. You also find a belt pouch containing 18 pp, and 36 gp. Neela, with her glowing blue eyes, can detect that the two vials from inside his coat pocket radiate magic along with the ring on his hand.

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-Spellcraft DC:17:

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.

Cutlass-Spellcraft DC:18:

It's a Tidewater Cutlass.

Tidewater Cutlass
Aura faint evocation; CL 3rd; Slot none; Price 3,395 gp; Weight 4 lbs.
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull.
Once per day, a tidewater cutlass can be used to cast hydraulic push (+3 CMB).

Crossbow bolts-Spellcraft DC:20:

They are Screaming Bolts.

Amulet-Spellcraft DC:20:

It's an Amulet of Natural Armor +1

Ring-Spellcraft DC:20:

Ring of Protection +1

Vial-Spellcraft DC:17:

Potion of Cure Moderate Wounds

Shackles-Spellcraft DC:18:

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.

As Randall fulfills his grisly promise all hands begin shouting in triumph (even those who just seconds before opposed you. Your victory complete you now begin the task of deciding what to do with your new won spoils.
...and the mutiny is now over.

Rosie continues slicing Scourge with her axe, whittling at his resolve as the direness of his situation slowly sinks in.
Attack roll: 1d20 + 7 + 2 + 1 ⇒ (19) + 7 + 2 + 1 = 29
Attack roll (Fortune re-roll): 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
But before he can turn and run Percival skewers him on the tip of his pike. Whimpering in pain, Scourge crawls a few feet toward the rail before passing out unconscious.

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.
Attack roll: 1d20 + 5 ⇒ (8) + 5 = 13

Neela, Rosie and Percival are up at the top of Round #6

The remaining Rahadoumi sailor returns from below decks, takes one look at the situation and flips his sword over in his hand and offers it, pommel first, to Crimson.

Rhialla and Aaron are up

Just remember you need a crew of at least 20 to properly sail the Man's Promise.

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.
Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Fortitude save: 1d20 + 3 ⇒ (1) + 3 = 4

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
Choncobar, still singing his song, smiles with glee as Plugg falls to Jaina. Looking over at Scourge he casts one more spell, although Scourge manages to shake it off.
Will save (DC:13): 1d20 + 3 ⇒ (10) + 3 = 13

I think the 30' radius from where she was when it went off only extended as far as to where Crimson Cogward was standing.

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.
Attack roll: 1d20 + 7 ⇒ (1) + 7 = 8

Flank me? No,no, Flank you.
Plugg sidesteps between Aaron and Jaina, out of the box that Percival had put him in, and continues to attack our brawler.
Attack roll (cutlass): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Attack roll (cutlass) (Misfortune re-roll): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Attack roll (cutlass)(confirm critical): 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Attack roll (cutlass) (confirm critical) (Misfortune re-roll): 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Attack roll (cat): 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Attack roll (cat) (Misfortune re-roll): 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17

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.
Attack roll: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Stabilization roll (Sailor #4): 1d20 - 4 ⇒ (16) - 4 = 12 Stable
Stabilization roll (Jaundiced Japes): 1d20 - 7 ⇒ (11) - 7 = 4 Dying

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.
Attack roll: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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.
Both of the remaining Rahadoumis follow his lead and drop their weapons as well, asking "Parley?" in thickly accented Common.

Aaron swings his cutlass at Plugg
Attack roll: 1d20 + 5 + 1 + 2 ⇒ (17) + 5 + 1 + 2 = 25
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Rhialla is up, followed by Neela, Rosie, and Percival at the top of round #5

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