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Fiendish Tyrannasaurus

Rexx's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 479 posts (481 including aliases). 4 reviews. No lists. No wishlists. 1 alias.


Shadow Lodge (Pathfinder Adventure Path Subscriber)

Here are both the re-done Hero Lab portfolios from Book 1 and the new NPC files from book 2.

I was unable to design Whalebone Pilk from book 2, so if anyone can, please let me know and we can add him in.

Book 1 - The Wormwood Mutiny

Book 2 - Raiders of the Fever Sea

Shadow Lodge (Pathfinder Adventure Path Subscriber)

Here's the link, I will also email you both a copy to make sure you get it

Hero Lab Portfolios

A few notes, I didn't include non-combat gear on the NPC's, only items needed in combat.

Plugg's damage on the tidewater cutlass is not coming up properly, so keep an eye on that


Ahaaaaaaar!

Spoiler

:

This was a very interesting adventure to write from a number points, not least of which introducing such high level future enemies in such close quarters to the PCs.

It certainly will be a challenge for some groups to get their heads around this proximity and one thing I've tried to stress is the nature of just how tough the bad guys are on board the vessel. You're the expert at pitching this to your players, what Wormwood does is give you a number of options for you to build upon.

The obvious way here is the NPCs, and there are some immediate potental allies to warn the PCs, but again if this isn't enough you can go with big fights between the tougher NPCs; and wounds that would down the toughest PC in a single go etc.

One thing I was very very mindful of is that the PCs are vulnerable to start with, and the GM needs to play this carefully, their relationship with Plugg is a tricky one - if he hates them it would be easy for him to have them keelhauled, which is why initially he falls into the background as the main villain behind Scourge. The possibilities of bullying the PCs must be carefully avoided too, give them victories along the way

The other issue I thought long about was controlling the PCs action's somehow - it could be too easy for one player to take over a session, which is why I've brought in the actions - to try to make sure that everyone gets a fair crack of the whip (or cat).

Absolutely, the day to day life will work for some, and less so for others, if you like more action pitch in a few more fights or side quests along the way, or skip some of the checks as has already been suggested - the important thing is for the PCs to realise what being a pirate is like for their future careers and most important have fun.

I'm really looking forward also to how GMs will approach this adventure and share their ideas - the suggestion here are not only great for fellow GMs but for freelancers looking at approaches in the future.

Hoorah and ahaar!
Rich


Information on the bonuses the pirate familiars in the Bestiary should grant to their masters was inadvertently left out of both the Bestiary and the Player's Guide, but here's the relevant information:

Other Piratical Familiars
Trained animals are extremely popular among pirates, serving as pets, ship's mascots, and company on lengthy voyages. Pirate spellcasters prove no different than their shipmates in their interest in pets, and find having an exotic familiar wins them bragging rights and a degree of status. Creatures like blue-ringed octopuses, goats, hawks, rats, lizards, king crabs, monkeys, rats, scarlet spiders, snapping turtles, vipers, weasels all serve as existing examples of potential pirate familiars that appear in either the Bestiary or Pathfinder RPG Ultimate Magic. Additionally, the statistics for many existent familiars might be used to represent more exotic, piratical familiars. The following table presents a variety of such exotic familiars, statistics that can be used to represent them, and the benefits of having them as familiars (which, in some cases, vary from the familiar creatures whose statistics they share).

Pirate Familiars
Dodo - Master gains a +2 bonus on initiative checks
Dwarf caiman - Master gains a +3 bonus on Stealth checks
Giant isopod - Master gains a +1 natural armor bonus to AC
Parrot (as raven [cannot speak]) - Master gains a +3 bonus on Linguistics checks
Seal - Master gains a +3 bonus on Swim checks



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