Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

The Price of Infamy (GM Reference)


Skull & Shackles

Taldor

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Not sure how this escaped creation, so here. If someone would be so kind as to sticky?

Taldor

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

So when going after allies, Sandara Quinn is mentioned. It saysshe can travel with the PCs, but it seems more like she struck off on her own at some point. Is there a place where it calls this out that she's leaving in the earlier books? If so, I missed it.


Runnetib wrote:
So when going after allies, Sandara Quinn is mentioned. It saysshe can travel with the PCs, but it seems more like she struck off on her own at some point. Is there a place where it calls this out that she's leaving in the earlier books? If so, I missed it.

It depends on what has happened with your group and leaves it open to either option.

If she left the PCs at some point along the way, then she can be sought out as described since she will have embarked on her own career path.

If she stayed with the PCs throughout the AP up until this point, she can't be used as an external ally since she has no other resources to offer.


I'm wondering about the Gannet Island fortress - there's a couple of things in the central fort which don't seem to match up:

The stairs are 1 longer upstairs.
The ground floor is 6x9, the 2nd floor is 4x9, and the curved tower is shifted back 5'. It's pretty easy to presume it's build like that, but I'm curious if that's what was intended.

Normally I wouldn't care, but I'm attempting to build it in 3d for miniatures, and these things are not structurally awesome. :)


Areas D6 and D7 are difficult to reach, according to the map.
D6 needs a squeeze through either 2' gap from D3, or 1' gap from D7. D7 pretty much requires you go up to the second floor, if you're freshing the food supplies there.

Paizo Employee Webstore Gninja Minion

A little late to the boat, but stickied!


The... scarcity of comments for parts 5 and 6 is sort of... odd.

Or does everyone modify these parts beyond recognition ?


Maybe like me they just hav'nt got there yet?

I have read through and jotted a few ideas that I want to change but to be honest its such a long way off before I get round to part 5 and 6 that it's just not worth going in to too much detail yet as things may change (we have been playing for 28 3 hour session and havn't even reach Tidewater Rock yet, my group is just enjoying the game and are in no hurry yet. At a guess as we have a round robin and another Gm will be doing his savage world game next I would say it will be another year or 2 yet before I get to part 5). Its quiet possible that others are the same as the AP only finished being released in August last year....


ferrinwulf wrote:

Maybe like me they just hav'nt got there yet?

I have read through and jotted a few ideas that I want to change but to be honest its such a long way off before I get round to part 5 and 6 that it's just not worth going in to too much detail yet as things may change (we have been playing for 28 3 hour session and havn't even reach Tidewater Rock yet, my group is just enjoying the game and are in no hurry yet. At a guess as we have a round robin and another Gm will be doing his savage world game next I would say it will be another year or 2 yet before I get to part 5). Its quiet possible that others are the same as the AP only finished being released in August last year....

k... well we played 6-8 hour sessions, 2-3 times a month. Explains the higher throughput^^


My Group is (currently) partly into whats going to be an abbreviated Island of Empty Eyes, so that we can get to parts 5 and 6.

Andoran

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Maps, Modules, Roleplaying Game Subscriber
vikingson wrote:
The... scarcity of comments for parts 5 and 6 is sort of... odd. Or does everyone modify these parts beyond recognition ?

We’re halfway through book 5. I too was wondering if many didn’t go off the beaten path. I was tempted myself. I ran a lot of little side treks. I have a whole host of maritime adventure material plus the very well written Guide to the Shackles (which itself spawns tons of ideas). So I wanted to use them in the sandbox vein of “let them sail where they may and the currents bring them adventure”.

Spoiler:

But…sometime toward the end of book 3 I realized I wanted to stick closer to the AP’s storyline even if modified here and there, rather than spending the whole campaign with them sailing about terrorizing the shipping lanes. Book 3’s hunt for the traitor carrot-and-stick approach turned me off so much I cannibalized most of the stat blocks and locations with other stories attached. Did they still uncover proof of a traitor? Yes. Did they eventually decide to run the Captain’s Regatta? Yes. They conquered the Island of Empty Eyes, threw the party and loved the chance to sway votes at the Pirate’s Council, which I never saw coming. There’s a lot of really great stories in here, just getting to them is an exercise in modification!

Now, in the thick of book 5 there’s more of sailing around to put together pieces of the story puzzle. And I again cannibalized many stats from this and twisted them into their own tales. This book isn’t running very much at all as the writer intended, I’m sure, but by the end I’m confident the story will still be intact. They’re already gathering a fleet and are getting ready to face Harrigan.

The whole idea of going to get a legendary weapon going into the home stretch is a fairly common staple of the AP’s and it doesn’t usually meet with approval from my players (too video-gamey I suppose). So I stole liberally from Open Design’s To the Edge of the World adventure and merged it with the island of the Black Tower to make it more dynamic. They love it.

To sum up, after the awesome start and set-up of books 1 and 2, and with groups wanting control of their own destiny when presented with the open seas, I bet there are plenty of groups who go their own way. After all…pirates.


The final two books have seen heavy reworking on my part, mainly because my players are conniving and find ways to change the landscape on a daily basis.

However, we are preparing for our final S&S Session soon.


Hi fellow DM's.
Question:
1) In Part 3 (area B2), the PC's need to replace the Eye of Dagon w/ something of exactly the same weight. What skill is the best to determine this and why?

Thanks.


Pathfinder Adventure Path Subscriber

Assuming you want something other than the test written in the book,

Spoiler:
The Price of Infamy, p29 wrote:
...an object of similar size and weight must be placed within the hands as quickly and gently as possible (requiring a DC 20 Dexterity check)...

, it's a trap, so Disable Device, because it's a trap. ;-) While anyone can attempt a Dex check, depending on how your group is doing and how lenient you feel, you might allow the party rogue to also add ranks/modifiers in Disable Device. Alternately, you might call for a passable impression of Bart Simpson doing an impression of Indiana Jones in the classic Replace-The-Idol-With-A-Bag-Stuffed-With-The-Exact-Same-Weight scene. It's not plagiarism; it's an hommage.

Spoiler:
Note also, they're not replacing the Eye but the serpentine heart in the statue's hands.

Good luck!


Uri,
Thanks!!!! I was thinking of a Knowledge or Craft but you are right. It is a trap :)

Thanks again


in an emergency : Appraise check (alternately on Int or Dex) to gauge the weight


Anyone have a group take on the shrouded queen and actually win? I had a tpk there and had to DM fiat the tower falling. Their crew was able to pull the captain from the rubble but the others died.


I just started running this part and the first session was almost a TPK. Clocking in at APL 11 and at half strength (due to absences) they decided that the best way to go after the council meeting was to hit the black tower.

I tried to get them to do anything else, but they wouldn't hear of it, with only a quick knowledge check to find where the island was - no actual information about what could be awaiting them, though I did say that over the past 25 years many people had tried and were never heard from again - they went straight there.

They survived the first trap, bypassed the next 2, the gunslinger/samurai got within 1 point of actual death at one point and I had to cheat a little with the actual queen to make things work...

Now I have to scale up the other encounters to make them more dangerous....


With my group it was a TPK in a couple rounds. I decided to GM fiat one of the players had grabbed the sword during the fight and that caused the tower to collapse. Since we're a very tight knit group I allowed the players to decide which one of them lived and they unanimously allowed their captain to survive.


RoninUsagi wrote:

The final two books have seen heavy reworking on my part, mainly because my players are conniving and find ways to change the landscape on a daily basis.

However, we are preparing for our final S&S Session soon.

About to run this book. Would love to hear about how you modified the story. I have had plenty of side trek role playing and encounters tailored to my PCs. But tying those story lines up need to take place after this book.


Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I've actually kept pretty close to the story. I gave one of the characters a link to the Aiger line, so she wanted to go straight to the black tower as well. Fortunately (or unfortunately depending on your perspective) my group is a 3-person gestalt party with one NPC so they did pretty well. I can't even remember if the shrouded queen was much of a fight, since she was in such a tight space.

I am coming up on some GM fatigue though and want to finish them up, so I'm looking to more role-playing through Dagon's Gullet (hand-waiving the combat) and finding a way to combine the fleet battle and their attack on Harrigan's base. It can't be that hard to find, and why wouldn't they want to take the fight to him early? Seems like it could feel a bit more "epic" as well. We level based on the suggestions in the book vs xp anyway, so it's not a problem to gloss over to get to the meat and potatoes (I.e. An epic battle vs Cheliax and claiming the Crown for themselves.)


Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Has anyone GMing this gone ahead and combined the Ch5 fleet battle with the attack on Harrigan's fortress? Ideas on how to do so?

Thinking to myself, it can't be that hard to figure out where Harrigan lives. He's been pretty popular lately with all his Chelish 'prizes' and such. So why would they wait around for his fleet to come to them, why not go scrub him out?

Suggestions? Comments?

I'm really looking to speed things along and having a bit of fun while we do it.


My players certainly know where Harrigan lives, but so far the political consequences prevent them from launching a preemptive strike. Remember, nobody knows he's a Chelish agent. For all the Council knows, he's just gotten lucky lately. If the PC's suddenly decide to launch a majorninvasion against a Free Captain and member of the Brotherhood, Kerdak Bonefist would have to take action. Most of the neutral pirate lords would side with Kerdak, if nothing else then because such renegade actions are a threath to all... if they go for Harrigan today, what's to prevent them from going for Hardluck Masey tomorrow?
Even their allies, notably Tessa, would likely abandon them. She doesn't know Harrigan is involved with anything, and to her knowledge, his rivalry with the PC's is a sideshow to the real threath.
When Harrigan moves and thus break the Code, he's a legal target. But not before.


Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The adventure however clearly starts with Tessa noting to the PCs that Harrigan is assembling a fleet against them, because he's sore they beat him in the race as well as the fact that they mutinied against him and stole one of his 'prizes'.

It has nothing to do with them suspecting him as a Chelish agent.

The fact of the matter is, once they go to Dagon's Jaws and retrieve the information Scag's Rotgram has on Harrigan, they already have all the intel they need to launch the offensive. It seems like a foregone conclusion.

There's nothing stating that Free Captains can't fight each other. It's the Shackles which is pretty much dog eat dog. If Harrigan had friends among the Pirate Lords, they could perhaps make reprisals after the fact, but Bonefist's reaction at the beginning of Chapter 6 shows what he would do: absolutely nothing. He doesn't care what two groups with a grudge do to each other, as long as the gold keeps coming into his coffers.

Honestly, they used the journal and strolled right into the secret exit, not even batting an eyelash at the fleet gathering on his doorstep. A fleet I'm still wondering what to do with, since they are preparing to launch their assault on the Island of Empty Eyes (aka Monkey Island in my game). If I'm mean, I have them run the fleet battle with one of the other NPCs as the Admiral since they're hanging about in the Fortress. Unfortunately, that isn't likely now due to timing constraints since I said they were still there readying to depart. It would take several days for them to sail to the Isle from Gannett so best case I could have the fleet sail now and have maybe a day or so head start, so they could rush to catch up and arrive in the nick of time to aid their fleet in the attack....we'll have to see how long they dally.

Grand Lodge

Did anyone else believe that Harrigan's punishment of Peppery Longfarthing and Habbly "Stitchman" Quame was too ridiculous? I know he is supposed to be evil, but it makes you wonder why anyone would serve under him.

Qadira

Pathfinder Companion Subscriber
Tem wrote:
Runnetib wrote:
So when going after allies, Sandara Quinn is mentioned. It saysshe can travel with the PCs, but it seems more like she struck off on her own at some point. Is there a place where it calls this out that she's leaving in the earlier books? If so, I missed it.

It depends on what has happened with your group and leaves it open to either option.

If she left the PCs at some point along the way, then she can be sought out as described since she will have embarked on her own career path.

If she stayed with the PCs throughout the AP up until this point, she can't be used as an external ally since she has no other resources to offer.

Runnetib, there isn't a specific point. She left my player's crew in Book 3/The end of. That way she could help them later. I think this is a GM call and it could be a good one if this helps them later.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder Adventure Path / Skull & Shackles / The Price of Infamy (GM Reference) All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.