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Skull & Shackles 5e Conversion


Skull & Shackles


Anyone doing this? The new batch of rules came out the other day, just in time for me to implement them. I ran the first session tonight. It went very well. I absolutely love this path and couldn't wait to start running all these pirate NPCs. A few issues cropped up:

- The biggest one is the rogue trait called Skill Mastery:

"Benefit: When you determine the bonus for each
of your skills, you use your associated ability
modifier or +3, whichever is higher.
Additionally, when you make a check using any
of your skills, you can take 10 or the result of the
die roll, then add any modifiers."

Now, the suggested DCs go like this... Easy: 10, Moderate: 13, Hard: 16

My plan was for the daily job skill check DCs to be in the DC 10 range. But the Cook's Mate could take 10 on most of her jobs! I had to talk to the player and kind of tell him that I couldn't run all of these checks every day and have him never have a chance of failing. I played it by ear, he was cool about it.

- Another concern was the one on one fight with Owlbear. I was concerned that he'd be either too easy or too hard. So I secretly ball-parked his hit points. I just watched how the fight went and scratched in the hit points once it was clear what was a fair amount. As it turned out, one of my awesome players immediately figured out about his blind spot and pummeled the guy! The stats I used are here:

AC 9 HP 20 +2 to hit d4+3 damage

Owlbear is a great character. The heroes genuinely pity him.

- As has been discussed on these forums, the addiction rules are scary. So for rum rations, what I've done is this: Con Save, DC 5. Fail = Intoxicated (You have disadvantage and take d6 less damage when you are hit). As fr as whether they get addicted, If someone sticks out as failing all the time, at the end of the three weeks I'll narrate that they have a yearning for rum and go from there.

- Not sure how non-lethal damage works. It came up with the whipping. What I did was say that non-lethal knocked you unconscious, and the damage went away once you took a full rest.

5e runs real quick an easy. It's working great so far. Can't wait to play again next Friday.

Cheliax

Fantomas wrote:

Anyone doing this? The new batch of rules came out the other day, just in time for me to implement them. I ran the first session tonight. It went very well. I absolutely love this path and couldn't wait to start running all these pirate NPCs. A few issues cropped up:

- The biggest one is the rogue trait called Skill Mastery:

"Benefit: When you determine the bonus for each
of your skills, you use your associated ability
modifier or +3, whichever is higher.
Additionally, when you make a check using any
of your skills, you can take 10 or the result of the
die roll, then add any modifiers."

Now, the suggested DCs go like this... Easy: 10, Moderate: 13, Hard: 16

My plan was for the daily job skill check DCs to be in the DC 10 range. But the Cook's Mate could take 10 on most of her jobs! I had to talk to the player and kind of tell him that I couldn't run all of these checks every day and have him never have a chance of failing. I played it by ear, he was cool about it.

- Another concern was the one on one fight with Owlbear. I was concerned that he'd be either too easy or too hard. So I secretly ball-parked his hit points. I just watched how the fight went and scratched in the hit points once it was clear what was a fair amount. As it turned out, one of my awesome players immediately figured out about his blind spot and pummeled the guy! The stats I used are here:

AC 9 HP 20 +2 to hit d4+3 damage

Owlbear is a great character. The heroes genuinely pity him.

- As has been discussed on these forums, the addiction rules are scary. So for rum rations, what I've done is this: Con Save, DC 5. Fail = Intoxicated (You have disadvantage and take d6 less damage when you are hit). As fr as whether they get addicted, If someone sticks out as failing all the time, at the end of the three weeks I'll narrate that they have a yearning for rum and go from there.

- Not sure how non-lethal damage works. It came up with the whipping. What I did was say that non-lethal knocked you unconscious, and the damage...

Very cool, keep us up to date!!! Here are some things that you should consider while running 5e/S&S:

Let the rogue win: that's part of the class design. Easy stuff (including identifying monster weaknesses/knowledge!) is near automatic for rogues. He will have to roll for hard stuff, but will have an easier time overall than a Pathfinder rogue.

DC Conversion:
Generally DC10 in S&S should be DC10 in 5e.
If something is raised to DC15 for difficulty, such as rolling a 6 for cook's mate, that DC15 should not be DC15, instead you should make them gain disadvantage for the DC10 roll instead.

Crossbow and Harpoon traps: DC 19 to find/remove the trap.

Shocking Grasp trap: DC 22 to find/remove the trap.

Owlbear Hartshorn
Medium Humanoid (Human)
Armor Class 9
Hit Points 25 (2d10+9)
Speed 30ft.
Str 17 (+3) Dex 9 (-1) Con 15 (+1) Int 5 (-1) Wis 7 (-2) Cha 11 (+0)
Alignment Neutral
Languages Common

Actions
Melee attack--Club: +6 to hit (reach 5ft.; one creature). Hit 2d6+3 bludgeoning damage.

Glancing Blow: On a miss but with a die roll of at least 10, Owlbear may hit with a glancing blow for d6 points of damage.

Blind in one eye: A character who makes a DC 10 Spot or Insight check notices that Owlbear is blind in his left eye and is very slow. If his opponent notices this and attempts to fight Owlbear from that side, Owlbear suffers disadvantage on any attack rolls against that PC due to his clumsy blows.

Encounter building:
Level 2 elite XP 230

For the Rum Ration, here's what I suggest:

Rum Ration
Type ingested; Addiction minor; Constitution DC 5, onset 1/day, frequency of save 1/day
Effect Intoxication for 1d8 hours.

Effect of addiction:
Character has disadvantage on all constitution checks (including addiction saves) until the character makes its saving throw two days in a row.

On nonlethal damage:

You are correct, it is handled similarly to Pathfinder, taking him to 0 knocks him out. Any real damage afterwards causes him to start dying as normal.

Here are my suggested stat blocks for the Rahadoumi Sailors (and Officer)

Rahadoumi Sailor
Medium Humanoid (Human)
Armor Class 13 (leather)
Hit Points 11 (2d8+2)
Speed 30ft.
Str 13 (+1) Dex 15 (+2) Con 12 (+1) Int 10 (+0) Wis 9 (-1) Cha 8 (-1)
Alignment Neutral
Languages Common

Actions
Melee attack--short sword: +1 to hit (reach 5ft.; one creature). Hit d6+1 piercing damage.

Ranged attack--heavy crossbow: +2 to hit (ranged 100ft/400ft; one creature). Hit d10+2 piercing damage. If he fires the crossbow in the same round he loads it, his attacks suffer disadvantage.

Rapid shot--As an action, he can make two ranged attacks with the heavy crossbow. All the damage of each of these attacks is halved.

Encounter Building
Level 2 XP210

Rahadoumi Officer
Medium Humanoid (Human)
Armor Class 16 while dual wielding, 15 otherwise (studded leather)
Hit Points 21 (3d10)
Speed 30ft.
Str 15 (+2) Dex 14 (+2) Con 10 (+0) Int 13 (+1) Wis 10 (+0) Cha 12 (+1)
Alignment Lawful Neutral
Languages Common

Actions
Melee attack--masterwork short sword: +5 to hit (reach 5ft.; one creature). Hit d6+3 piercing damage.

Ranged attack--heavy crossbow: +2 to hit (ranged 100ft/400ft; one creature). Hit d10+2 piercing damage. If he fires the crossbow in the same round he loads it, his attacks suffer disadvantage.

Multiattack: The officer makes two attacks, using dual short swords or a heavy crossbow twice in a round.

Encounter Building
Level 3 elite XP350


Well that sure is a handy post! Thanks! We've played three sessions so far (we play every other friday). We finished Wormwood Mutiny and are about to begin Raiders. Things that have come up:

- Sleep and Cause Fear are very powerful. It feels almost like an "auto-win" button. But... the PCs have yet to run into an enemy who casts it on them! That will be the true test to see whether or not the spells are "broken". Sleep, after all, requires no save. I just roll 3d8, and that's how many hit points worth of PCs fall asleep!

- The player of the rogue feels useless in combat. The fighters do a pile of damage due to their extra dice. The rogue, however, has to work to get his sneak attack dice. Often, he must spend a round maneuvering to get it. I am now changing it so it is more like 4e - the thief gets the die in "combat advantage" situations - flanking, when the enemy is prone, etc.

- I hate attacks of opportunity. I wish they wouldn't have bothered with the "withdrawal" rules. It is so nice to just run around willy nilly without the game grinding to a halt.

- I was worried about the bad guys' hit points in the mutiny. My players had been tearing through all obstacles. The mutiny fight ended up being the PCs vs Plugg, Scourge and Maheem. I ended up giving them both Plug and Scourge an AC 17 and gave them 35 and 40 hit points respectively.

That's just some of what's been going on. Will have more notes after tomorrow's game! 5e right now is obviously unpolished and creaky, but it is very promising and we all are very happy with it. It's also fun to be in on it at such an early stage.


We had a real interesting session last friday. I gave the players a printout of the "scrolls" scrimshawed on the whale skull found in Riptide Cove. I converted a few spells. I have no idea if they will work out ok, but I guess that's part of the fun:

(lvl 2) Alter Self: Duration: 1 min/level Target You
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

(lvl 2) Blur: Duration: 1 round + level Target: creature touched
The subject's outline appears blurred, shifting, and wavering. This distortion means that attacking creatures have DISADVANTAGE

(lvl 1) Enlarge Person: Duration: 1 minute/level Range: 30 feet Target One Creature
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. All equipment worn or carried by a creature is similarly enlarged by the spell. The target has ADVANTAGE on all to-hit and damage rolls!

The heroes got their ship squibbed. They fought the naga. I changed its' spells to 5e ones. It shot magic missiles out of its' eyes (no to-hit roll). This was the beginning of the players' realization that monsters cast the same spells they did (unlike in 4e, which we are all used to, as we have played it for a very long time).

Then came the bees. Nobody got paralyzed. 5e fights are different. The PCs don't get hit much, but when they do, it's bad. I'm still struggling with monster to-hit bonuses.

They be-friended Pegsworthy, and then set sail on their ship with a name I probably shouldn't repeat here. Prior to the session, I sat down with the weather chart from (I think) book three. I rolled out about a month's worth of weather. And wouldn't you know it, on the very first day I rolled a severe tropical storm and a hull breach. If the PCs couldn't roll well to downgrade it through piloting, they were going to lose their ship!

One of the rogues was piloting. I gave her advantage due to her skill mastery~! And she rolled... a pair of 2's. The ship was going down!

The heroes and crew abandoned ship. The crew clambered into two longboats, while the heroes used Besmara's Tricorne's power to turn into a small boat, and they boarded that. For EIGHT HOURS, the three tiny boats tried to stay afloat in the raging storm. I rolled on the weather event chart eight times and used those results as the basis for the narration. The main result was that the three little boats were seperated, and one crew boat was sunk and attacked by sharks. The PCs survived the storm and rowed all night to the port peril mainland. The third boat, nobody is sure what happened (giving me wiggle room to have those npc crew show up somwhere down the line if I so desire).

Our heroes slept on the beach, and then explored a bit. I had them end up near a settlement I'd created, originally intending for them to raid. It was home to worshipers of Dagon - weresharks! And they had captured a mermaid from a nearby underwater merfolk dwelling, and were intending to sarifice her.

The heroes attacked the weresharks. The head priest cast radiant lance, and rolled a 20 on the party wizard. Now, in major battles, on a critical, I roll on the little chart from (I believe) the players guide, where you can gain a scar or lose a limb... prompting you to get a hook or a peg leg. Well, I rolled a 19 on this chart, and the wizard lost his right hand! Despite this, the heroes were victorious.

The player of this wizard always likes to make evil spellcasters. He snatched up an unholy book of dagon, intent on secretly studying it. I dug up Dragon 349, with James' Jacobs awesome Dagon article and converted it. The player is insanely excited about this... (Because the current playtest only goes to level 5, he will be able to access greater powers at level 3 and 4)

Thrall of Dagon

- To become a thrall of Dagon you must successfully contact an evil aquatic creature and sacrifice a living, intelligent, non-aquatic humanoid to the contacted evil aquatic creature. Then you must perform the first invocation...

- First Invocation: You must perform a 2 hour ritual at any ocean shoreline. This involves chanting and self-mutilation with sharpened sea shells. At the end of the ritual, your body shifts and transforms. Your skin grows pallid, your hair grows thin and stringy, and thick webbing grows between your fingers and toes. You gain a swim speed of 30 feet and a +5 to swim checks.

Once this is done, you gain these effects:

- Sea Longing: If you spend more than a day out of sight of the ocean, you grow irritable, distracted and disoriented, suffering a -2 penalty to WIS saves and WIS skill checks. While on the sea or under its' waves, you have +2 to initiative and DEX saves and skill checks

- Song of Dagon: 1x per day, you can invest any spell with the sonic descriptor (low bass rumbling sound). Creatures affected must save or have DISADVANTAGE for 1 round.

- Thrall to Dagon: Once per day, you can perform an evil act. You then can gain advantage on one roll that day as a reward.

- Voice of Rapture: Your voice takes on a strangely calming deep basso quality that seems deper and commanding than it should. You gain +2 to intimidate and singing checks.

Once you hit 3rd level:

- Second Invocation: A 4 hour ritual on any reef or atoll at sea. It should be one mile from the next closest stretch of land. This ritual involves lengthy chants invoking Dagon's name, self-mutilation with shark's teeth and sea urchin spines, and the sacrifice of one living, intelligent creature. At the end of this invocation, your body deforms further. Your eyes grow bulbous and watery, gills form along your nexk, and patches of scales grow from spots along your flesh. You gain darkvision 60 ft, and the ability to breathe water as well as air. Your natural AC is now a 12.

You gain this:
- Contact Dagon: Once per day your mind can be placed in contact with Dagon, to learn information. For one hour after this, you have a +2 to INT saves and INT skills as your mind is bolstered from contact with your alien lord.

Once you hit 4th level:

- Third Invocation: Takes 8 hours, must be performed on the open sea out of sight of any land. The ritual involves non-stop chants invoking dagon's name, self-mutilation by allowing sharks and other aquatic predators to chew and gnaw at your body and the sacrifice of at least 7 intelligent good-aligned creatures to these aquatic monsters. At the end of this invocation, your body deforms fully into a horrific amalgamation of fish and mollusk. You gain a +2 to STR and CON and a tentacle attack as a natural weapon.

He lost his right hand, and asked me if he could have a tentacle replace it. I am thinking once he does the first invocation, instead of one tentacle, he'll have six little tentacles around a fanged mouth - same as the symbol of dagon.

They rescued the mermaid, who promised to have her people head out to sea and hail a ship as a reward for saving her. She was true to her wod. A few days later, a ship from firegrass isle arrived.

Firegrass isle was the closest "named" isle to where the heroes were, So I figured that would make sense. This is the isle with three pirate ships who raid Aspis Consortium ships despite the Hurricane King's treaty with them. This has lead to a situation where these three pirates are blamed for anything that goes wrong with the aspis consortium.

So I rolled randomly to see which of the three ships was coming to help. It was called Bold Folly, run by Captain "Bent Beak" Charney. He saw that our heroes had 2 points of plunder that they'd carried from the wereshark settlement to the beach, and decided he'd give the heroes a ride and keep the plunder. He cackled and made the heroes load all 20 tons on while he and the crew laughed and mocked them.

And of course, that lead to another mutiny! The adventurers jumped the captain, his first mate, and the three brothers who fought as a unit, and in moments they had themselves a new ship!

The crew had no intention of serving the heroes for long, so what happened was that the heroes went to port peril, let the crew go, and recruited a new crew from the city. I almost forgot something about port peril - all incoming ships and cargo are quarantined for one week. That's a weird little rule, but I like it.

After gaining infamy, recruiting a crew of misfits (as part of my prep, I created about 30 npcs to draw from when needed), the heroes sold their plunder and prepared to once again sail to rickety's squibs for a squibbing.

5e is still nice and breezy. I am very loose with the rules. I will definitely need to tighten that up as we go. I am also worried about magic items boosting the heroes' power to an unbalancing level. For now, all items found are +1. Once they hit 4th level, I may make a few +2.


We were running this bi-weekly for a while (sometimes even monthly!) but we recently started playing weekly and it's given us a much better sense of the rules. We just did the first section of Book 3 last friday.

Most monsters have a +5 (lvl 3) to a +8 (lvl 14!) to hit. And many monsters have an AC of 13 or even 11! The game seems to intend to keep to-hit bonuses low, but in general in D&D players figure out ways to get their bonuses higher than intended. For now, the PC to-hit rolls work - they hit most of the time. I'd say they're doing a bit too much damage (particularly the fighter).

Some of the monsters, like the ogre, are a bit dull. In 4e lots of monsters had cool powers. In "D&D Next" they each have one little gimmick which sometimes falls flat.

The rogue player is quite confused as to when she gets her sneak attack and whether advantage grants it. Right now her damage is sometimes 1d8 +2d6 (martial damage dice at lvl 4) +4. The whole martial damage dice and skill dice concepts being put into the core is... well, it makes it clear to me that Next will not be the "final" edition. The CORE of d&d to me is simple. It's original red box d&d with the negative ACs turned into positives and a streamlined saving throw system. That's it! No fiddly extra dice! Skill dice to me is clearly a "gaming trend" concept rather than something that will be a core part of the game forever.

As far as my campaign, I really stretched out book two a lot. I even incorporated the Isle of Dread into it (and added material from the Savage Tide capaign - mostly the colony of Farshore). The heroes fought the green dragon Xiureksor, and I'm happy to report that the new edition's dragons work very well! It was truly challenging and an epic fight was had.

I've been reading ahead in the path, and unfortunately sometimes I feel like paizo could do a better job making the material more cohesive. For example, In book 3 our heroes go before the Hurricane King to get their letter of marque. The King's crew is there eating and drinking. His crew is detailed in the final book of the series, but unfortuanately they are not detailed at all in book three. So I cooked up a little list that you might find useful..

The Hurricane King has quite a motley band of sailors:

- Eight weresharks in hybrid form
- Kirrian "Sweetlips" Vortheen, a bard
- 2 dwarf boatswains
- Tsadok Goldtooth, his half-orc first mate, a former gladiator struggling with bloodlust
- Hyapatia, a raven-haired woman. She is the consort of the King and had two aurumvoraxes - 8-legged, gold-furred cats (Hyapatia is secretly a lamia matriarch!).
- Averine, a rough-voiced pirate wench
- 6 prostitutes (Averine is in charge of them)
- Omara Culverin, a bald, dark-skinned woman with a musket. She is a business woman.
- "Powderpot", an unhinged monkeyman alchemist
- Bilgerat Jacobi, bald and shady pirate (who tried to sabotage the rigging challenge)
- Haines Byne, a fine rigger (who competed against the PCs in the rigging challenge)

You can have your PCs rub elbows with some higher-level pirates that they will one day likely do battle with (in book 6).

Next session, my players will meet with Tessa Fairwind, and she will send them on the "root out the Cheliax spies" mission. I read through this and it is a whole lot of "I'll tell you what you want to know if you go on this quest for me". And then the PCs go find the various spies to find they're already dead! It seems like a very complicated bunch of side-quests with little payoff. It kind of feels like filler, to be honest.

So I am going to cut out a lot of it (but I am going to add in the Whalebone Pilk encoutner from book two - it is awesome, and somehow despite 9 sessions of book two I never was able to squeeze it in). I am cutting out the druid ship (It could be cool but could also fall flat), the illusionist wrecker (also might be cool or might be frustrating for the PCs), and the naga (I am concerned about the naga's deal where she doesn't want the PCs to actually kill the rival naga), and more.

My streamlined plan goes like this:

1. PCs go to the temple of the hidden name, given clues to find the wreck of the brine banshee.
2. Search for brine banshee, attacked by Whalebone Pilk.
3. Explore the wreck of the brine banshee, find a clue that points to a spy.
4. Go to spy's house outside of a town (this is a blend of two separate "spy encounters". They meet with the spy, but as he starts to talk, the assassin Giles strikes. I'm going to try and make the Giles encounter a "sniper" battle, where Giles is up in a tree sniping from a very far distance, and the heroes will have to go from cover to cover firing back and closing in... or do something clever to take him down or lure him out.
5. Giles talks, and gives up the location of Zarskia. PCs go and deal with Zarskia (and her really cool dusk kamadan, which I know my players are going to love).

This is much simpler and IMO less frustrating than the series of "fetch-quests" in the book.


We had another good session last night. IMO this is a fantastic adventure path. Usually I will look forward to a particular section of an adventure when I run these things, but right now I am actually looking forward to all of the rest of book 3 and book 4!

I made some further changes to my modified "trail of spies". When I was reading up on Zarskia Galembor, the head of the spy ring, I decided to change her. I love the "ship in a bottle" monster in book three on page 86. So what I decided to do is to make Zarskia a master of these things (which have bound water spirits in them).

My players got to the brine banshee wrecks and found a ship in a bottle in a sealed chest of Captain Jalhazar. This ship in a bottle isn't a monster, but it does have a water spirit in it. I decided that this has 3 magically shrunken Cheliax spies in it! Zarskia used her magic to put them in there. The spies think they're just going home, but they're actually probably going to get their heads cut off by Valeria Asperixus' axiomatic bardiche, just to tie up loose ends!

I've decided to get rid of the whole Giles thing.

On the sail of this ship in a bottle is a secret message from Zarskia to Druvalia Thrune. My heroes will use magic to figure out that this is from Zarskia, and they'll be able to discern her (the clerics at the temple of the hidden name can do it) and go to her place in Port Peril.

They'll fight the dusk kamadan (which is a really cool monster) and then deal with Zarskia, who has a TON of ships in a bottle at her command! It will be a crazy fight, one i am much more interested in rather than the alchemy gimmick she has going on.

Also in the adventure I ran, I changed it so that the upper half of the Brine Banshee is in the territory of a gargiya (monster from book 6, page 84. Obviously i de-leveled it a bit. My party is 4th level (they'll hit 5th at the end of next week's session).

Here is the Gargiya:

Gargiya AC 12 HP 52 Bite +6 6 dmg, Tail slap 5 dmg push 15
STR 21 DEX 13 CON 18 INT 2 WIS 10 CHA 10 Immune Fire Swim 50
- Scalding Scales: Anything touching it takes d4 fire. Melee weapons become heated and wielder must make a CON save or take 1 point of damage. Metal weapons can melt from repeated use!
- Boiling Seas: 1x/ minute, the gargiya can concentrate the heat from its' body, causing seawater within 20 feet of it to boil! Those within the boiling water take d4 damage (CON sv DC 13 for half). 2 rounds in a row of exposure to this means you fall unconscious if you fail your save!
- Dying Gasp: When reduced to 0 or less, the gargiya goes through death throes, ejecting its' molten core, dealing d8 fire (DEX save DC 13 for half) to all those within 20 feet.

A truly awesome monster!


We finished up the spy thing and did the Free Captain's Regatta last night. It went incredibly well. When we just got rid of the battle map (which I guess I am just really used to after all the 4e I've played) people really came alive. The group really liked going back to letting the fight play out in your mind, rather than pushing minis on a grid.

I made details for the ships in the regatta which might come in handy. I put them in the order of final placement (excluding the PCs of course):

1. The Wormwood: (Obviously we know who this is...) Captain Harrigan and First Mate Adelita Doloruso
2. Barnacled B!**+: (this ship is rammed and sunk in the race by the Wormwood, sole survivor is a crew member named Zarina Visk) These are naval enthusiasts from Widowmaker Isle, Captain Betty Burlingame
3. Kelizandri's Favor: (From Zeibo on the Ushinawa Isle where there's geisha's and a petal seminary) Captain Descrita, a mysterious geisha with a fan, a deadly sorceress
4. Redcap: (Eladrin from Little Oppara on Taldas Isle) Captain Lady Eveningheart who is gracious, beautiful and elegant
5. Pharasma's Price: (From Vilelock on Shark Island, a shady and lawless place) Backstabbin's Bork Bridain, a real dirtbag, and his first mate, Allen of the Poor Reptation (wh's actually an ok guy, he just makes terrible first impressions)
6. Bonny Witch: (the captain is from Zhenbarghua on the Cannibal Isles) Captain Ntocqlo - he wants to win the race to earn a new home. He is a recovered kuru and wants to found a place where others like him can live safely away from the blood queen.
7. Wave Wraith: (From Lilywhite on Motaku island) Captain Ellen Shimmer - a crude elf
8. PC Start position
9. The Strix: This is of course the ship the PCs met in book 2 at Rickety's Squibs, with Captain Merril Peggsworthy and his awesome magic sword. He is friends with my PCs.
10. Sullied Strumpet: (From Parley Point on mainland, a friendly place with many brothels) Captain Fiveteeth and his first mate Tracy Gums
11. Stormrunner: (From Pex in Hell Harbor, a rough and rausous place with many being placed in stocks) Captain Ramshackle Ryan, likes to put his crew in stocks on his ship, a cruel disciplinarian
12. Promise's Bounty: (From Yelligo Wharf, sell people to Dahak cults) Captain Blackskull - wears all black, worships Aashaq the dragon
13. Sea's Largess: (From Drenchport, cult of the eye) Captain Gale - obsessed with the Eye of Abendago, thinks it is a forming god
14. Skullduggery: (From Plumetown on The Smoker, a place with lots of gambling, magical soothsayers and a volcano) Captain B!%~!~& Gnawbones - this crazy degenerate is known to drink his wine in a very dangerous way
15. The Albatross: (From Ngozu in Mgange Cove, many crew onboard are missing their right hands, all believe in Mfuello the Jourenyer a wendo spirit) Captain Zgatho a superstitious fellow who holds a smoking censer on a chain

My biggest worry for this session was the DCs for the regatta. It broke down like this:

The pilot has a +2 from WIS
There are 3 magic items on the ship that gives +2 each to sailing checks (Besmara's bones, Jalhazar's wheel, and the charts of the fair winds) So that's another +6
And then, because they are trained, they get their skill dice added to the roll. That's 1d6. And the rogue gets to roll twice and take the higher of the two.

So the rogue has +8 +1d6. That's an average roll of 11.

Then you factor in assists.

So I made the DC a 20. Considering the rogue would roll that skill die twice, and the PC assists could give a +2 or +4, it felt right. It worked perfectly.

I also allowed auto success for cool ideas or uses of disrepute.

I did bump the DC to 22 when inside the Eye of Abendago.

This path is great. Next week our heroes explore the Isle of Empty Eyes. The cyclops stats were tricky, that's for sure.

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