What is your skull and shackles party?


Skull & Shackles

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A little late to the party (as my group is already "Raiding the Fever Sea"), but here they are.

1) Captain Ammon Endymion (bastard son of Arronax), human Gunslinger/Bard
2) Rune, human Magus/Rogue(knife fighter) - 1st Mate
3) Mazin Waverunner, undine Rogue/Ranger(guide) - Pilot
4) Gundar (Ammon's ulfen cousin-mother's side), human druid(storm druid) - 2nd Mate
5) Mara Lei, sylph ninja - Cook
6) Kara Lei, sylph alchemist - Master at Arms


Pathfinder Rulebook Subscriber

So far it looks like I'm gonna have
Human or catfolk Rogue
Aasimar Druid
Half Drow inquisitor
Water singer undine bard
Sea Reaver. Race undecided

Then one more. He's new to the game in general, not sure what he'll be (just started in our other group as a samurai)


My party of six are as follows:

Half-orc rogue (thug)
Half-elf rogue
Halfling bard (loremaster)
Human rogue
Drow ninja
Human monk

So... yeah. I guess that whole "make whatever character you want" thing I went with should maybe have been qualified with "...but perhaps bear in mind what everyone else is building"

Still, they're pretty stealthy. And setting up those sneak attacks is rarely too much of a challenge.


My group is still on the Bonewreck Island, though we have wrapped it up.

Half-elf Monk (ZenArcher)
Half-elf Barbarian (Scarred Rager)
Half-Orc Druid (Storm or Tempest, I forget)
Skinwalker (Blood-Marked) Witch
Kitsune Rogue (Kitsune Trickster)/Gunslinger (Mysterious Stranger)
Hobgoblin Fighter/Rogue (not sure on if he has archetypes)

Not sure on everyone else, but we are having a brutal time with dealing with damage. Due to not being able to shop in a city yet, we couldnt pick up any clw wands. Hopefully that will change soon.


In our game, we are rolling along really well.

Our captain is an alchemist gnome.
Im a human summoner. My eidolon named Seaweed is a grapple based aquatic creature.
My wife plays a human obsidian kukri auto-crit mobile twf.
Dm's wife plays a human archer
Then there is a gnome heavens oracle of besmara
And finally the DMNPC is a human swashbuckler/rogue/summoner

Silver Crusade

My Crew:

Captain Ixiolander, Gunslinger (Buccaneer); Varisian male of Azlanti Descent

First Mate Mako, Summoner (Synthesist); Half-Elf, and ironically the only crew-mate of Evil alignment

Ship Doctor & Carpenter Keehar, Inquisitor of Besmara; Tengu

Ship Mage & Navigator Rallofort, Wizard; Half-elf with spirit of the sea. Hilariously, the wizard has the best swim bonus by far

Seige Engineer Vitruvius, Fighter (Corsair); Dwarf, rp's a dick, but we put up with it for his awesome accent with this hammy, stilted delivery.

Crew members who had to drop out:

Maiq, Catfolk Bard
Matt, Human Cleric of Pharasma
Nicodemus, Ratfolk Rogue (Smuggler)


We just started down the path of the buccaneer. Our crew so far:

Madiba Tamboekie, son of the famous Piratess The Blackthorn, this dark elf rogue manged to be the first to the top of the crows nest and has also managed the distinction of making Conchabar hostile on his first day of interaction. His heritage has been recognized by Cogward so far.

Gunnar Flamebeard, this Dwarven terror of the Port Peril docks was jumped by no less than Mr Scourge himself and seven other pirates, three of which were not conscious when he was finally subdued. Having been made cook's mate by virtue of liping off to Mr Scourge right off the bat, has earned a reputation amongst the crew by decking the first three angry sailors who came to rope bash him after a horrendous first day meal. (Fishguts in a stupor, Scourge and the cooks mate roll twos for cooking...) The Brutal Pugilist Barbarian was quite pleased when the cronies decided to delay us in answering the morning bell on day three.

Masteriastrix AKA "Bog", The black scaled, dragon crested kobold corsair has made fast friends with most of the crew in short order, attaining helpful status with Grok the second night and winning most of the rest not loyal to Harrigan and/or Scourge & Plugg in short order. After being unable to break him with rope hauling and message running, Scourge assigned him alone, to the bilges, hoping the spiders would do in the small warrior. When he emerged finishing off one of the spider's legs, the furious look on Scourge's face was priceless.

RipJaw, No one knows what to make of this man. Having literally wandered ashore in Port Peril and then the Formidably Maid, he was having a lot of fun with the two bar wenches Scourge paid to drug his ale. He is probably the largest man on the Wormwood, but has a strange smile and very odd mannerisms. Which has the crew calling him "The Mutant". Having been recognized by Madiba as a Skinwalker (Seascarred), he has also shown Strix the ability to call waves at will and has helped the cook's mate by calling sea turtles to the ship after the Captain demanded them for dinner, earning him a gleefull lashing for shirking his duties to the carpenter. During the crony ambush, he headbutted two of them into unconsciousness, causing Gunnar to exclaim in surprise. (Apparently natural attacks are brutal in unarmed combat, even when taking the -4 to do nonlethal damage...) The Shark Shaman Druid has earned a bit of friendship amongst the crew by giving those he deems strong Goodberries to help them through.

Where we are is evening on the fourth day...


My Group gained players since my last post:

We're currently in book 4 (decided to go with a E8 conversion).

Admiral Bernard the Barbarian (Human Barbarian 8): After capturing many ship, he started a small city on their new Island (using the city building rules. Bernard, the captain of the Dignity Destroyer (don't ask me to explain) became Admiral in control of 10 ship.

Governor Il Ratpine (Something Rogue 4/Cleric of Cthulhu 4): Ok, I ran From Shore to Sea as an additional location. Started as a Ratfolk, gained severe taint, was bitten by a wereshark. He is the governor because the Admiral don't really care about politic and said: '' Only a crazy fool would want to be governor''

High Necromancer El Ratpine (Ratfolk Ghoul Gravewalker Witch 8): After contracting the ghoul fever, she became a hairless rat. I gave her the ''Lesser Animate Dead'' spell since it fit her theme. She control a false ghost ship with a zombie crew.

Mistress of Pain Tessa Ombrage (Tiefling Ranger 6): Ex Cheliaxian Slave, she decided to find the devil bound to the cheliax empire and release them of their contract. She is called mistress of pain since she always score a critical at the right time.

Witch-Doctor (Half-Orc Scarred Witch-Doctor 5): Primitive orc with a knack for tattooing and scarification. He was in Port Peril looking for fun, so he joined the crew of the dignity destroyer. His name translate as Witch-Doctor, so he named himself Witch-Doctor in common. He is a deceptive monster. Drinking blood of is victim and reading omen in their guts, but the captain and the witch like him. He took a liking to Inkskin, making her is ''Tattoo Book Slave''. She is chained and gagged and he tattoo her everytime he want a scroll (Inscribe Magical Tattoo with a altered version Spell Tattoo)

Liberty's Edge

The group I'm going to run just went through character creation, so I'll be dealing with the following:
Rocco "Rocky" Barbarosa - Human Fighter (Brawler)
Kordat - Hobgoblin Oracle (Juju)
Willa - Skinwalker (Scaleheart) Witch (Sea Witch)
*don't remember the name* - Half-Elf Ranger

Given the players, I don't think this party is going to be particularly subtle pirates, but there's something to be said for kicking butt and taking names.

Sovereign Court RPG Superstar 2011 Top 32

Our group has just fled from our first ill advised excursion into the Riptide caverns.

We are:
a half-orc barbarian (sea reaver)
a tengu cleric of Calistria
a undine rogue
a half-elf witch

So far battles have mostly consisted of buffing the crap out of the barbarian and debuffing enemies until they all die from axe overdose. The cleric and the witch are the party's faces, and the rogue pretty much picked the Wormwood clean of random stuff.

Liberty's Edge

We have started the second book "Raiders of the Fever Sea":

http://www.comunidadumbria.com/partida/saqueadores-del-mar-febril

Our characters sail aboard the "Bewitched Grindylow" (known previously as the "Man´s Promise").

The crew includes the following would-be pirates:

* Sandara Quinn, chaotic neutral, human cleric (Besmara)
(after the death of Edward Rackman, chaotic neutral, human cleric (Besmara), in Bonewrack Isle)
* Feijud, chaotic good, human fighter
* Harper "Three Hands", chaotic neutral, human rogue
* Malickud, neutral, gnome sea singer
* Nicholas Grend, chaotic good, human summoner

We play via web. You can read the first book in:

http://www.comunidadumbria.com/partida/motin-en-el-ajenjo

(It is in Spanish, though.)


Kobold Fighter(corsair/swarm fighter), Drow rouge/fighter, Dwarf barbarian(brutal pugilist)spike armor grappler,Shark shifter Druid(shark shaman),Human sorcerer (star blooded),Human Ranger (favored terrain ocean)


My players weren't the brightest at the start... Bard couldn't heal herself or the anti-pally, anti-pally could only heal them once hitting level 2, and the reefclaws just wrecked them. With filth fever from the bilge rats had most of them with con and dex damage, and more con damage from the *nerfed* rum rations, the reefclaws just annihilated them (they'd split up, so once one PC in a group went down, the other tried to stop them from drowning, and it just got ugly).

Gargoyle Anti-paladin *deceased*
Dhampir Bard (Sound Striker) *deceased*
Half-Elf Investigator *deceased*
Kasatha Gunslinger (Musket Master)
Human Monk (Martial Artist)


Well, we're just about to go into the last adventure, and here is the jolly crew of the Claws of the Sea. Their flag is a skull over two sets of bloody clawmarks.

Captain Anoa: Undine Cleric of Besmara 12 / Rogue (Pirate) 1. Anoa is ferociously loyal to his crew. They are rewarded lavishly and all the crew have their say. But those that deliberately choose to betray him face his cold wrath. He decided that one poor soul was really a snake in human form, so he fixed him by removing his limbs and slitting his tongue. He kept him around for a bit before releasing him into his native swamps. Has an occasional fling with Sandara Quinn. Her ship is named the Undine's Joy

Ship's Wizard Jigstep Jake: Human Wizard (teleport subschool) 11 (Anoa's cohort). Jake is a recent addition to the crew. He's very much a utility wizard, handling communication and transportation. His name comes from being able to jump across the room in the blink of an eye. While he'll help out, he often spends his nights in the workshop, crafting items for the crew.

First Mate Kensuko: Kitsune Storm Sorcerer 13. The mate is well known for his love of socializing. He's always first to a party, and he's been known to bring down the house. In a few cases literally - he's known for his evocation spells. Married to the cougar of Tidewater Rock.

Bosun Kaitos: Catfolk Ranger (freebooter, trapper) 13. The Bosun is the larger of the two cats on the ship, and known for his vigorous enthusiasm in throwing himself into a scrum. He's also one of the quiter members of the group, and often scouting ahead.

Gunner Wallace: Human Gunslinger 13. Wallace runs the cannon crew and works as the ship's alchemist. He's a quiet man, but ready for anything with his bandolier full of trick shots to deal with anything.

Quartermistress Miriani: Catfolk Bard (Dawnflower Dervish) 10 / Barbarian (Urban Barbarian) 2 / Swashbuckler 1. Miriani is the dancing cat, a tale-teller beyond compare. She comes from a desert land and had never been on a ship before being shanghaied. She spins into a frenzy with her scimitar and claws and few can avoid the cuts. She is the most soft-hearted of the group, promising mercy to those who lay down arms.

Monster-at-Arms Eclipz: Fetchling Summoner (synthesist) 13. The monster is the least social of the crew, rarely venturing into port. She often stays in the shadowy parts of the hold or deep under the ship. At night, she flies through the darkness. She is rarely seen until she wants to be seen, but she senses all. Few human affair interets her, but those who cross her face claws dripping with acid and sparking with lightning. Many, many claws.

Oh, and Scourge and Plugg have joined our crew as well. They are very quiet most of the time, hanging from the bow and the stern. But when people try to board, they sing out! Sentry Skull


Flint Locke: Dwarven musketmaster
Crow: Tengu cleric of gozreh
Zordlon: Elven hunter with baboon companion named Barbossa.

Recently retired from pirate life without dying: 'Thug' the orc barbarian.


I've been running a Skull & Shackles game right when the first book came out and we've been playing through it since. My party tends to take its during to do more RP events along the way. I've also thrown in a few side quests that are not part of the Adventure Path to help develop the crew.

My Pirate Party:

Captain Ellariey Blackcloud:
Female Half-Elf Cleric of Norgorber who's pretty much a social butterfly that has moments showing how ruthless she can be. The character believes the ships crew to be a large family that no one gets to abandon and she'll kill to protect. The character has taken the Leadership Feat and gained some of the character NPCs on the ships as her followers.

First Mate Iryani "Fishy" Shiro:
Female Undine Monk that follows her own version of the Pirate Code and doesn't any the code to be broken on her watch. The party came across some left over Grindlows in the first book and Iryani befriended their stand-in leader, a deformed Grindylow by the name "Shrimpface". Iryani then became their new mother, which they call "The Fishy Mother". Iryani has also taken the leadership feat to have the Grindylows along with Fishman Underwater Ranger.

Master Gunner Jericho Grey:
Male Red Tiefling Gunslinger (Picture Hellboy with Clint Eastwoods Head). The character was a Bounty Hunter from Cheliax that was pressedganged after the PC's originals character was killed by Master Scourges Crew. The character has gone with the flow and become the ship's contact with the Bounty Hunting Network and became the Master Gunner.

Red Mantis Assassin Ambassador Asha Clan Clan:
Female Catfolk Ninja who is a member of the Red Mantis Assassins. The player pretty much took the character of the same name from the Anime Outlaw Star and used that personalities for this character. The character pretty much is one of the comic reliefs that is always getting food but then also loves murdering things.

Lord of Tidewater Rock Zen Tree Sky Flower Child:
Male human Sorcerer (Infernal Bloodline) who's family is from Cheliax but he abadoned to be a free spirit in the shackles. The character was captured by an evil Hobgoblin pirate but was then set free by the ships crew. The character was then chosen by the Lady of the Rock to be her husband and new Master of Tidewater Rock. The character is pretty much a hippy that is comic relief that is loosely modeled after Chong from Cheech & Chong.

Their Ship "The Sphyrna":

Sphyrna (from the Greek word ("hammer") is a genus of hammerhead sharks with a cosmopolitan distribution in the world's oceans.

Their Flag:
It's a hammerhead shark with the symbol over Norgorbers eyes.

[IMG]http://i298.photobucket.com/albums/mm278/JJMJester/Pirates/TheSphyrnacopy_z ps73e9d943.jpg[/IMG]

The pirate crew has decided that all of the future ships in their fleet with named after sharks. The following things have been added to their main ship to give it some character.

- A Sea Drake Skull mounted over the Captain's quarters doorway.
- Metal Hammerhead Shark on the front of the ship
- Special Sphyrna flag is flown instead of the Skull n Crossbones


Having played D&D and Pathfinder together for many years, my party definitely knows how to minmax a team. This, however, they chose not to do. The team:

Sylph Warpriest of Cayden Cailean
Elf Wizard (water elementalist)
Ratfolk Alchemist
Halfling Bard

It's the little things that make the group so wonderfully awful. We did a point-buy, so the wizard dumped Str, Wis and Cha - she is a source of endless humor for social interactions. There is but one member of the party who even knows which end of a martial weapon is the pointy one, and her Str is 12. The bard, as lots of threads have noted before, is a natural for this adventure path - assuming, of course, he decides to max out his social skills. Which this one has not. The alchemist is actually a decent combatant, but this one is paranoid and disease-riddled, so nobody trusts or even likes him.

Yep, this one's gonna be a doozy.


My group consists of a dhampir magus, a dhampir warlock and a changelimg witch.


Current party consists of:

Undine Druid
Human Tattooed Sorcerer
Tiefling Investigator
Human Swashbuckler
Aasimar Bladebound Magus
Human Fighter with a switch hitter build

It's been pretty fun so far, had to move ahead rather quickly due to both time constraints and our Sorcerer managing to get over half the ship friendly to him in under 10 days. Still in the Wormwood Mutiny and about to come on the Man's Promise. I estimate they'll mutiny the moment they're out of sight of the Wormwood.


We just began the Wormwood Mutiny last month, and my players chose the following characters:

Brynn, the human seawitch
Cordula, the undine sorcerer
Edward, the human rogue (pirate archetype)
Cameron, the half-elf bard (arcane duelist)

Not much brawn to begin with, but great roleplaying choices.


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Just started the campaign but we're currently running with:

Iacobus, who has wanted to be a pirate for as long as he can remember (Human Fighter taking feats to use ropes as weapons);
Gustav, an old salt and former member of the Chelish navy (Human Gunslinger, Seige Gunner archetype);
Moiria, an orphaned apothecary assistant from Port Peril who really doesn't want to be on this boat (Human Hedge Witch and party healer);
And Sheena, a psychopath part fish and demon worshiper (Mermaid Warpriest of Dagon).

One of these things is not like the others.


My players are:

Human Sea Singer Bard
Tiefling Magus
Kitsune Swashbuckler (Rogue Archetype)
Human Oracle of the Waves

We are on Day 15 (will likely take the Man's Promise tomorrow) and besides throwing in the Salvage Operation module, it has been almost completely RP. The team has managed to kill three hostile crew members without actually fighting them and they can't wait to kill Plugg and Scourge.


The crew of Besmara's B+@@* (We just finished book 1 and are at Rikkity's Squibs.)

Captain Andrezi - CN Male Human Archeologist Bard. No sailing skills when pressed onto the wormwood, completely changed his view and now embraces the pirate lifestyle.

"Black" Jaqui Kindly - N Female Human Swashbuckler.(My Character) Granddaughter of the Infamous Kyrissa Kindly. Jaqui is enamored of tales of her grandmother and completely embraces the pirate life along with her sister. She is the gunner's mate.

"Bloody" Mary Kindly - N Female Human Cleric of Besmara. Jaqui's older and smarter sister, she is the sensible one. She is the navigator.

First Mate Jamest Iberiu Skirk - CN Male Human Air Elementalist Wizard. Jamest see's himself as a lady's man and is interested in old ruins.

Grug - CN Male Orc Barbarian - Grug is 7 ft and is the son of the infamous pirate Grugga. Grug's favorite pass time is sleeping, and often we say someone wake up Grug.

Terokk - CN Male Paragu Monk(Tengu that looks like a parrot) he is the most recent addition to the crew and is considered the ship's Jinx Eater.

Miss Belle - CN Female Pixie Fairy, Fairy Blooded Sorceress. Imagine tinkerbell but more chaotic.

Obituary -

Rhoan - CN Female Dhampir Rogue. Former slave on the man's promise met a grisly end to the tentacle beast in the Goblipi lair. (Terokk's First Character)

Ariel Triton - CE Female Human Cleric of Besmara. Sowed chaos on the Wormwood until pushed overboard by Andrezi before she could get the rest of the party implicated to Plugg and Scourge. The GM has rumored that she might be back as an enemy NPC later on since we were fairly close to shore. (This was Miss Belle's First Character).


I'm currently GMing a group that's about to enter Riptide Cove (a little before they were supposed to, here's hoping no one dies!). The party consists of:

Macoco, CN Half-Elf swashbuckler: the daring and charming, but none-too-bright, swordsman who's always dreamed of a life of piracy in imitation of his distant father, the first Hurricane King. He took to the pirate's life on the Wormwood enthusiastically, throwing himself into the rum-drinking and chore-doing without a word of complaint. Has developed a major crush on Rosie Cusswell.

Sayyida, CN Human Inquisitor of Besmara: a ruthless young woman and Besmaran priest who was raised on an entirely female ship of Besmaran devotees. She has some issues with authority (particularly from male characters like Plugg and Scourge)...but she's adapted easily to the life of a freebooting pirate, and has for her part developed a major crush on Sandara Quinn.

John B., N Human Wizard: Perhaps the most ill-suited to the pirate's life (and to his earlier role as Kroop's assistant), John B. has nevertheless managed to survive so far by being charming and reasonably personable (Grok loved him) and by focusing his magical talents primarily on preventing himself from dying. He was thrilled to receive the boarding pike of repelling after capturing the Man's Promise, since it gives him a way to smack enemies in the face from afar.

Braylor (though he goes by various names), N Human Fighter (Lore Warden): a "typical" pirate with a scholarly bent, and a gift for history and languages. He's the most taciturn of the group, and the likeliest to engage in typical pirate activities like boxing with Owlbear and armwrestling with the crew. HE's also the most pragmatic, and spent most of the last session grumbling about having to hump the water barrels around and how they shouldn't waste time looking for Sandara and Rosie (who were captured by the grindylows).

Lynn, CN Human Rogue (Carnivalist): rarely seen without her cat, Spot, Lynn is the most cheerful and friendly of the group. Although she got into a fair amount of trouble (and almost died) trying to pick her way into the captain's quarters on the Wormwood, she's since grown to be popular among the crew--she's a great raconteur, and fond of telling stories she claims to have made up (like the Tell-Tale Heart). This has resulted in Crimson Cog's undying loyalty to her.


The Norv wrote:


Lynn, CN Human Rogue (Carnivalist): rarely seen without her cat, Spot, Lynn is the most cheerful...

Wow, I looked up that archetype and it is really cool. But why in god's name did they decide to make the animal trainer feature only apply to Tiny or Small animals? A Carny isn't supposed to train Bears or Lions?


Hmmmm not sure, honestly. To prevent you from being a single-class rogue with a bear flanking buddy? *shrugs* I'm not much good at parsing mechanics.

I note, however, that technically it's only the bonus that's restricted to Small animals, so a carny CAN train a bear...they're just not as good at it. :P


FedoraFerret wrote:

Just started the campaign but we're currently running with:

Iacobus, who has wanted to be a pirate for as long as he can remember (Human Fighter taking feats to use ropes as weapons);
Gustav, an old salt and former member of the Chelish navy (Human Gunslinger, Seige Gunner archetype);
Moiria, an orphaned apothecary assistant from Port Peril who really doesn't want to be on this boat (Human Hedge Witch and party healer);
And Sheena, a psychopath part fish and demon worshiper (Mermaid Warpriest of Dagon).

One of these things is not like the others.

Since taking over the Man's Promise and rechristening it as Freedom's Toll (in honor of their fallen comrades Barefoot, Conchobar and Ratline):

Iacobus is now the boatswain, as his rope feats and maxed out Climb make him a god of the rigging.

Gustav has taken over as Master Gunner, and first mate.

Sheena is the ship's navigator and pilot, due both to her ridiculously high Profession (sailor) scores and the fact that she moves all of five feet per round.

And sweet little Moiria, who spent most of her first three days on the Wormwood crying, managed to, through her super high Diplomacy score, gain the loyalty of every single member of the crew save a few hostiles, and proved herself as a leader in the boarding of the Man's Promise (Jack got shitting rolls in boarding school and Gustav and Sheena can't climb for shit, so she was the only one who passed) and during the mutiny. So they made her Captain.

We're also adding a new player soon, with Dug, a Goblin Alchemist who reeeally likes blowing things up.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Let's see. We're currently starting in book 4.

Our all female officer crew, the Wicked Wenches consist of:
Bridget, Human Weaponmaster 5/Duelist 3
Ally, Ifrit Rogue 8
Nerissa, Catfolk Freebooter 8
Elaine, Human Bard 8
Mira, Undine Adept 8 and her giant snapping turtle companion Alexa "El Tortuga Diablo"

There have been two deaths, only one stuck.
The true fatality was suffered by the former orca companion Minali, who got stabbed to death by a bunch of sahuagin.
The other death has been Ally, but she got better after a reincarnate. Turned from tiefling into ifrit.


Just started last weekend. We only have three players.

Player 1: Skolvek, Ulfen brawler. Mean, brutal, and good in a fight.

Player 2: Vaioric, Varisian rogue. Charming, stealthy, and devious.

Player 3: Dagmar Grimtooth, Saltbeard dwarf shark shaman. Survivalist, pessimist, hard drinker, and ... ship's cook? (my character)

Player 1 is the forever GM, who is finally getting to play. GM is new to his side of the screen, but doing a pretty good job so far. Looking forward to the game.

Contributor

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Background: Our home-group's GM was feeling some cat-herder fatigue and asked me if I'd like to try my hand at the helm. I was a little nervous but willing, but it turned out that we were all so attached to our current campaign's characters that nobody actually wanted to do anything else.

To address that but still give our hard-working cat-herder a break, I ran We Be Goblins, figuring that a one-shot with pregen characters wouldn't feel like a betrayal of our Kingmaker party.

It was stunning how quick the "negotiate with everything, even the turtles" party was to turn around and be goblins set on eating or setting aflame everything in their path. So much so, that I decided that my next move would be to do some other, ongoing module with an all-goblin party.

A bit of forum-browsing led me to Skull & Shackles, especially a combination of posts suggesting that the pirate officers could be hobgoblins and the characters could wake up in the hold after the post-"We Be Goblins" celebratory feast.

I offered the players the opportunity to switch goblins, or make their own, or customize the pregens however they liked. To my surprise, everyone wanted to stick with their same goblins. They upgraded the pregens a little and bought better weapons/supplies, but otherwise played them as-is.

So. We have:

* Chuffy, goblin rogue.

* Moggy (Mogmurch), goblin alchemist.

* Buggy Bugeye, goblin witch (alternate pregen)

* Reta, goblin warrior

* Miss Gojangles, goblin sorcerer (alternate pregen)

I set the captain, first mate, and bosun as hobgoblins; most of the other NPCs have remained of ambiguous race. To keep disrespect for humans from ruining the adventure, unless the race of the character is particularly striking (like the half-orc NPC), I gloss over it. If the party asks, I just say that the character isn't a goblin, so does it really matter? Turns out, everyone is happy to assign an NPC's race as "food" and leave it at that.

It's going well. In the first session they developed a healthy respect for the pirates; after watching their first keelhauling, they're agreed that nobody wants to be "keyholed."


Nice! My PCs are all hobgoblins, which has proven interesting. Are you maintaining a campaign log anywhere?

Contributor

Not online, as yet, but I could do if the party agrees, and if there's interest.


My party has now updated just a tad.

The ship has been joined by Eteri, a Sylph wizard, who alternates being the ship's weather vane and doing odd jobs for the Captain and First Mate van Kruit. They've also added Dargrun, a Summoner and Dagon worshipper like Sheena, whose Eidolon takes the form of a kraken.

Iacobus has left the ship in search of his own, because the player realized he really wanted to command a giant Kraken.

Mr. van Kruit, while remaining First Mate, is now an NPC as his player stopped showing up.

And lastly, Dug the goblin Alchemist is now effectively Second Mate, because for three consecutive combats he and Sheena were the only ones who did anything.


Our party consists of myself, Randall McNally, a Human (Varisian) Sea singer Bard.

Jaina Swift, an Ifrit Brawler.

Percival Asploric, a Human (Chelaxian) Fighter

Rhialla "Buxom" Blackwater, a Human (Chelaxian) Cleric of Besmara

and Neela, a Human (Ulfen) Witch


Ran first session of this at the weekend for my group who had previously been playing 'Second Darkness' and they've come up with a more varied mayeup this time (the Second Darkness group had sort of evolved into 5 melee beatsticks and one Witch).

Lady Melgora - a human Oracle of the Heavens mystery, haunted by the ghosts of the crew of a shipwreck she was involved in a few weeks before the start of the game.

Ashe - an Oread Inquisitor of Pharasma out trying too seek her destiny

Gwollyn - a young human fighter (Phalanx Soldier/Lore Worden archetypes) who had planned to become a town guard somewhere before finding himself on the Wormwood (suffering the most culture shock so far)

Gnomer and Gnomina (just don't ask) - a gnome brother and sister double act of street performers. Bard & Sorceror.....Gnomer the Bard was the first of the party to receive a punishment, on Day 1 as well, by absolutely stuffing his work on the rigging. Did manage to impress by singing during his 3 lashes though.

Myre - Tiefling Rogue and in it (whatever 'IT' turns out to be) purely for the money.


We've got a great fun Skull & Shackles group. Their personal interactions are just as fun as the adventure itself. ^_^

Fiona Radcliffe - Female Human Cleric (Captain)
Stanley Hawkins - Male Human Barbarian (First Mate)
Yaro Smoot - Male Half-Elf Alchemist (Potion Brewer)
Persephone Smoot - Female Half-Elf Sorceress (Cook's Mate)
Kai - Male Aasimar Bard/Rogue (Ship's Entertainer)
Krik - Male Kobold Summoner (Master Gunner)
Kaliyah - Krik's Serpentine Eidolon (Ship's "Mascot")

There's a lot of fun interactions with NPCs as well.

slight NPC spoilers:
Mr. Kroop seems to have adopted Persephone as his daughter as well as his apprentice. He stopped drinking (mostly) because she cheers him up, but when she's away he gets worried and takes to the bottle again.

Master Scourge (when he was still alive) always hit on poor Persephone, which made her and her husband Yaro upset. When Scourge found out Yaro and Persephone were married, he kept trying to arrange for fatal "accidents" to befall Yaro. Yaro has amazing luck and always survived.

Hawkins is full of muscles and is looked on favorably by several ladies on the ship but is secretly smooching Fiona. Fiona married Agasta Smythee as a business arrangement, and thus keeps her relationship with Hawkins quiet out of politeness.

Kai is in a heated romance with Captain Pierce Jerrell, who wants to steal Kai away for his own crew and has decided that Fiona is his rival.

Meanwhile, Krik is pleased that Kaliyah's image is being used for the ship's flag, but can't figure out why everyone insists on wearing pants.


Just started a new Skull and Shackles PbP here on the boards. The party is pretty interesting.

Ratfolk Plague Bringer Alchemist

Mordent Spire Elf Bladebound Spire Defender Magus

Halfling Sanctified Slayer Inquisitor of Besmara

Changeling Sea Witch

Undine Sea Witch

1/2 Orc Scarred Witchdoctor Dreamweaver Witch

So we have a full Coven on the ship. If we can survive the first few levels, it's going to get amazing.


My players party is:

"Shanktooth" Iggy - Goblin Rogue
Thalassa - Aasamir Waves Oracle
Lothar Winmore - Tattooed Sorcerer(will also have witch levels soon)
Leena Vermont - Rogue(soon to have inquisitor levels)
Denacon Mantevin - Half-Orc Bloodrager
Salia Silver Sail Renau - Human Buccaneer Gunslinger


I've always found the relative commonality of goblin PCs in this AP totally perplexing because I can't fathom an NPC with an intelligence score willingly pressganging a goblin to do ANYTHING! I further can't imagine Harrigan seeing someone bring a goblin aboard his ship and not immediately throw the golbin and its captor in the drink, haha!


Starfinder Superscriber

We just started on Monday (Huzzah!) and we have:
a weresharkin Druid
an aquatic lizardman peglegged Rogue
a Tengu sorc (undead bloodline)
a Nagaji Skald
a human Swashbuckler
a construct race (one of the 3PP races) Oracle
and an unknown summoner.


My party, currently in control of the Man's Promise is

Captain Finnegan Mourne -Dhampir Unchained Rogue and all-round ladies man
Sailing Master Squee - Ratfolk Gunslinger (taking the bucaneer archetype though technically that is human only)
Agatheon- Tiefling alchemist of exceptionally hideous appearance
Finlay- half-elf druid, with Mr Stripy thr tiger.

The party mutinied on day 2 of the Man's Promise voyage, after Finnegan broke into Plugg's cabin and assassinated him at night. They are now on Bonewrack Island trying to rescue the Captain's girl (Sandara) from the "goblinpuses".

So far they seem to be cruising through the AP. I handwaved the rum ration on the basis that the cook's mate had create water so it got watered down after the first day or so, and they were usually diligent workers on board ship. I am curious to see how dangerous the island is as they took out the ghouls and frogs quite trivially at level 2.

Dark Archive

Neriathale wrote:
"goblinpuses".

Mine called them, having failed their knowledge check, octogoblins.


Started over the long weekend:

Andvar the Red, Human Cleric of Artifice and Fire, Swab
Likes to fix things, including anyone we've beaten down. The friendly face.

Alve Earlingson, Human Barbarian (Sea Reaver), Rigger
The mouthiest of all of us. In four days has gotten more lashes than the rest of the crew put together.

Kroniss, Vishkanyan Summoner, Swab
No comments since the player was late to session.

Rainish, Half-elf Rogue (True Professional), Swab
Quiet and sneaky, seems able to do anything.

Ssurg the Stormborn, Half-orc Warpriest (Sacred Fist) of Besmara, Cook's mate
A mountain of a half-orc. Second mouthiest. The scary face.

Shadow Lodge

My group of seven just set sail on the newly christened Black Rock from Rickety's and has begun pillaging the shipping lanes.

Captain Blackjack Rathbone, Human Swashbuckler
A nasty cutthroat and born leader. An artist with his trusty Tidewater Cutlass

First Mate Eldridge Thistleton, Human Master Summoner
The nerdy aspiring geographer, and his smart-mouthed turkey-sized undead parrot eidolon.

Bosun Glenry "Spider", Human Ninja
Very sneaky. Quiet, but mouthy.

Ship's Priest Bandar (and Caesar), Vanara Inquisitor of Besmara and his monkey familiar.
The sarcastic ape-man and self-proclaimed prophet of the Pirate Queen

Master at Arms Gragnox "Nox" Chumbelly, Goblin Swashbuckler (Mouser)
Foul tempered and prone to near-suicidal acts of derring do.

Ship's Pilot Kai, Human Shaman of the Waves
A master sailor. The only nice guy on the ship; Sandara gave him her hat.

Ship's Cook Remy, Ratfolk Alchemist
A rat-ba****d fink who quit the crew in Bloodcove for unspecified reasons.
[recently replaced by:]
'Captain' Damnea Venturi, Human Bladebound Magus
A captain without a ship. Attempting to prove her worth as a strategist and Sailing Master.

I need to figure out a way for the Black Rock to collide with a 200 foot high four-toed statue.

Grand Lodge

Started my second run of Skull & Shackles last weekend, this time mixed with Razor Coast, a lot of other scenarios, and played as a sandbox campaign. This campaign will be run in P6 (the Pathfinder equivalent of E6), so we'll see how it goes!

Link to the first gang.

The new gang includes:

Tiyeri Redmane, a catfolk swashbuckler (inspired blade) and investigator.

Edrid Rarsgardottir, an Ulfen ranger (freebooter).

Barbed Wire, a saltbeard Dwarf with a peg leg and a foul temper, barbarian (invulnerable rager).

Bartholomew Archbold of Antioch-Dessiburg, a Vanara gunslinger (musket master).

Leira, a siren witch who was cursed and turned into a human. Her personal quest involves breaking that curse.

I've started the campaign by including "Souls for Smuggler's Shiv", the first installment of the Serpent's Skull AP. It fits wonderfully!

Hopefully you won't see these names too soon in the obituary thread!


Our group is still in the first section of book one after three sessions as our GM is doing a fabulous job of making us invested in our characters and the personalities of our crewmates. But our main party consists of:

Haramia Saltblood - Half-elf (shoreborn) Sea-Singer bard. A professional sailor touched by Besmara. Works as a rigger and as the party face. Sings sea shanties to keep spirits up and makes friends easily.

Oooooooooohm-zay - Human Shaman from the Shackles, touched by both the Fey and Besmara, despite never actually going to sea before. Rum addicted Cooks mate, designed for battle. Usually too drunk to do anything right.

Roberts "The Dandy" of Cheliax - Human Swashbuckler of indeterminate noble descent, who ran off to see to be a pirate. Had never been on a ship before and it shows. Swab, did not pick the nickname "Dandy".

Chall "Freefall" - Human Cleric of Gorum who is good at repairs and woodwork but absolutely HORRIBLE at climbing. Swab, chose the name 'Freefall' to prevent other nicknames which had been suggested like 'Whoops!' or 'Slippy'. Regrets Oohm-zay casting Monkey-Fish on him during a training exercise, as he has now been designated Boarding Crew Leader.

Frumperlick (I can't remember his last name because it is long and gnomelike) - Gnome Air Kineticist from the sodden lands who is the second best sailor among the crew. Swab, with insatiable curiosity that causes him to ask socially awkward questions at just the wrong moment.

Liberty's Edge

we have:
NE Male Halfling Thief, who is the quartermaster. Nickname:Cat
CG Male Undine Tattooed Sorcerer,who is the navigator,ship doctor/2nd in command. Nickname:Doctor Death,for he has killed more then saved.
N Female Half Orc Masked Witch, who is the Captain and wields a nasty great axe. Nickname:The Bloody
CG Female Kitsune Gunslinger, who is the master at arms for she is the only one that knows how to use the 2 cannons on the ship. Nickname:Broadsides

Notice we don't have any front line fighters, so the Thief has become the defacto attack dog.


I've been GMing Skull and Shackles for about 18 months now and I'm really loving running it as much as my party likes playing it, which is to say a lot. :) They are currently 11th level and on the first part of book 5.

My party is as follows:

Artemys Saan: CG Female Strix Gunslinger (Pistolero). She's the ship's gunner and the first part of what another PC dubbed "The Monster Trio" after characters from One Piece since she can deal a crazy amount of damage, just bought a heavy bombard which she installed at the top of the giant's tower on their fort on the Island of Empty Eyes and is in love with it. Also just replaced the ship's ballista with cannon.

Chak-Chak Qucheep: CG Male Tengu Rogue (Cutpurse). Their captain, skill monkey, and face-man all in one. Has been able to get some ships to surrender to him by reputation and the Diplomacy skill alone. Prides himself on having a ship crewed by mostly ex-slaves or non-humans. Lack of arcane firepower in the party led him to max out the Use Magic Device skill and take the Leadership feat to acquire an arcane caster in the form of Druuga, the female Orc Witch (Scarred Witch).

Khnum: LN Male Undine Monk (Ki Mystic/Elemental Fist). One of "The Monster Trio" and the PC who gave them that moniker. Uses aquatic nature and crazy amounts of Ki combined with his Marid Style feats to clear decks of enemy ships single-handedly. Is the ship's quartermaster. Recruited the survivors of the sahuagin tribe in book 2 as monks and trained them as such during downtime. Took the vows of celibacy and truthfulness which makes healing him difficult.

Eldrid: CG Male Aasimar Cleric of Cayden Caliean. Fancies himself a swashbuckler and an expert in everything when his character is neither. Plays the fool of the group who sees himself as a romantic hero in the making but is in over his head at all times. Is the ship's carpenter and sawbones. Just came into his own as his higher spell levels have begun to kick in. Character was also a replacement for another PC that had to leave.

Former PCs:

Derak Finnson: CN Male Dwarf (Saltbeard) Barbarian (Sea Reaver). The final piece of "The Monster Trio" he and the monk could take a ship by themselves by the time they were level 5. Liked to gamble and never forgot a grudge. Was the ship's master at arms.

Yesmoro: N Male Nagaji Summoner (Synthesist). Left pretty early in the game, was replaced by the Cleric. Was the ship's arcane support. Eidolon was a giant shark with taloned arms.


Pathfinder Adventure Path Subscriber

Aricanos, LE Male Human Arcanist: Brother to Ridley and serving a dual role as Carpenter/Surgeon and Master Gunner for The Vengeance. Born a relative outcast in a seaside village before getting shanghai'd for service on the Wormwood, Aricanos was the bookish sort who preferred the company of cold theory and dusty pages to anything warm or overly talkative. He lost his leg in early experimental accidents and now it is a mostly useless, undead limb, similar to a pirate's peg leg. He recently wished for the secrets to lichdom and acquired a terrifying tome that may set him for unlife once his bloody accounts with Harrigan are settled. Fond of casting Blindness/Deafness on enemies because "that shit's permanent." He agreed to marriage to acquire lordship of an island and a possible ally in the growing fleet, but any hopes of it being a romantic affair were dashed on the wedding night when the widow took one look at his dessicated leg and made him sleep on the couch. Somehow manages to be erudite while also being vengeful and petty, setting fire to disrespectful seaside pubs that kick him out by shadowstepping into their basements and igniting their rum cellars. Turned Knuckles into a skeletal champion cohort and hired a scrimshaw artist to "tattoo" artwork onto his big-boned frame.

Ridley, CN (formerly CG) Male/Female (formerly Male) Sylph (formerly Human) Swashbuckler: Brother to Aricanos, serving a role as the ship's Master-at-Arms and the party's only significant melee damage dealer. Ridley's adventures began with a good heart and noble aims, securing a mistreated crew's freedom from the oppressive crew of the Wormwood, but the seedy influence of a life of piracy have knocked some sense into the boy. Panaches everything into pieces, parrying with aplomb and hunting for crits wherever his trusty rapier can find them. The party's chance encounter with a solitary hipster in sandals and beach combers offering a magical elixir blessed him with a gender that shifts on the binary scale by night and day as well as the chance to be reincarnated upon death in the image of whatever had slain him. At the end of the Regatta, he was slain for his foolish valor by a massive lightning elemental and returned to life as a sylph. Now dating a naiad who hangs around Pleasure Island, he was dumb enough to give her a cursed net and now needs to grovel to win her back. His smart, attractive, very ladylike captain gave him a piece of her crap costume jewelery and coached him on how to explain to the naiad that this cheap but gaudy band was all that he had left to remind him of his dear old mum who died of dysentery or cholera or something equally horrible in a gross, gustatory fashion and who had always wanted him to give that ring to the one person he fell in love with and wanted to be with forever. He thought that was a bad idea and opted to spend, like, 1000 gold on some pretty necklace or shoes or something that he could have spent on his loyal captain instead, just proving that even though he has learned a lot since becoming a pirate, he's still dumb as a sack of hammers.

Peppino, CN/CE Male Goblin Alchemist: Unofficial Cabin Boy for The Vengeance (unofficial because goblins are dangerous when provoked), Peppino played like a dumb goblin on the Wormwood but eventually revealed his true genius to Captain Babette. He rescued Rosie Cusswell from near drowning and in her delirious state she pity-snogged him out of...gratitude? The goblin proved instrumental in turning the tables on Harrigan's officers by providing us with the means to immolate them all in one room of the ship with a single jury-rigged explosive device made of lashed barrels and alchemist's fires. No respectable captain would make a goblin an officer on any respectable ship, so Captain Babette decided to make him an officer on The Vengeance right away without hesitation. He simply chose on his own to wear a hat of disguise and pretend to be a halfling. Eventually Peppino fell in with a dubious crowd of Norgorber cultists on Bag End-er, Island, halfling paradise of the Shackles. He then became a substance abuser, addicted to his own mutagen which brought out a deviant CE personality. He became paranoid and crude and mean as a barracuda and basically an awesome pirate all around but he couldn't play well with his fellow pirates so he stole a bunch of money from them and flew off somewhere after leaving a bitter note behind. Captain Babette realized the true source of his anger stemmed from the fact that she had secretly been the halfling he had longed for all this time, and not Rosie Cusswell, and magnanimously took the blame for his departure upon herself before her fellow officers and crew, saying that she should have just slept with him or at least showed him a little side boob and everything might have turned out all right. Ah, the travails of being adored.

Captain Babette, CN Female Half-Mwangi Halfling Bard (Seasinger): Captain Babette had just purchased her own floating brothel, The Red Tide, when she received word that her dear old mum who had abandoned her at birth and she had never met was dying. So it seemed a good time to bury the hatchet or at least see what she looked like and maybe better get an inheritance out of her or find closure (all things were possible, I'm sure!) when Harrigan's hooligans slipped her a mickey. And that's how the fight started. The beautiful, buxom, busty blond-wigged bombshell immediately targeted a gnome and seduced him so she would have a friend and then gradually fought with honeyed words and batted eyelashes to win over the crew of the Wormwood, going so far as to capture a seagull and beat it over the head with a pin so she could pluck its feathers and give them to Owlbear as a peace offering. Always handy to have a dim-witted brute in your back pocket! Enraged at Harrigan for taking away her livelihood and the last chance to see her mother before the old bat kicked the bucket, Babette christened their ill-gotten vessel The Vengeance and vowed to live on the sea until Harrigan died on it, going so far as to enlist the aid of a half-elf cleric/rogue of Calistria as a cohort to minister her own holy quest for bloody retribution. Most sea captains are given a fair chance when engaging Captain Babette and her officers: they can surrender to her charms (Charm Person, Charm Monster, Dominate Person, her choice) and make friendly for a while until she betrays them and sells them off to their enemies for a quick coin, or they can suffer any number of the horrible things her officers can bring upon them, which have included permanent blindness, being torn open by sharks, being shanked and filleted, being decapitated, electrocuted, burned, drowned, bludgeoned to death, and worst of all soundly insulted with clever jabs and humiliating quips. In spite of her past as an unashamed and bawdy whore, she didn't sleep her way to the top of this pirate fleet, but she'll be the first to tell you she could have if she'd wanted to. After winning the Regatta, she toured her new island and found a stranded shipwreck survivor. After questioning this squatter, she welcomed him to "Pleasure Island" and the name stuck, since it will soon be her little island paradise where any roger can have a jolly time.


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I'm GMing this at the moment - the party is about a week out of Rickety's Squibs at the moment, in their newly renamed ship, the Owlbear's Roost.

Yeah, they took a shine to Owlbear in a big way.

The crew consists of:

Captain Zander Blacksword (CG M Human Sea Singer Bard); the grandson of the famous free captain Alezan Blacksword, who vanished decades ago. Kept his ancestry a secret while on the Wormwood to avoid getting killed early for being to ambitious. Still hasn't revealed it to the crew, but will probably do so soon. Hopes to reclaim his grandfather's namesake blade, a magical cold iron Falcata.

First Mate Kotaro Hattori (TN M Kitsune Ninja); A spy from the predominantly-Tien island of Shenchu Bay in the Shackles, he was in Port Peril keeping an eye on a local merchant the Shenchu's ruling council had an interest in when he got press-ganged. Took the feat the lets him use his shapeshifting to turn into anyone he examiens, then posed as the very bland human "Michael" until after the mutiny and return from Bonewrack Isle, when he revealed his true form and name to the rest of the crew. Murdered one of the hostile crewmates on the Wormwood in his sleep, with what he thought was Zander's approval.

Jewel, ship's arms master (CG FM Human Swashbuckler); the daughter of a wealthy merchant house, she was never content with the life her parents planned out, and after studying fencing for years, she skipped town and ended up in Port Peril. A terror in combat, she is the party's primary melee fighter, and death walking with a cutlass. Her player is new to RPGs, so he gets a bit of help sometimes on exactly how some of the Swashbuckler abilities work.

Radabeh Velkari, ship's gunner (TN FM Undine Hydrokineticist); daughter of an extensive Undine merchant house, the Wormwood is the second time Radabeh has been press-ganged to join a pirate crew. She got away from the first during a failed boarding action against one of her family's ships - unfortunately for her, she was recognized by the captain and is now considered a traitor to her kin. Theoretically capable of single-handedly trivializing a bunch of the underwater encounters, but she's also designated lifeguard so she frequently ends up skipping out on killing things to save other people from drowning.

Remnann, ship's surgeon (CG M Human Oracle - Time mystery, Powerless Prophecy curse); Spends most of his time drunk to avoid dealing with premonitions he can't - and doesn't want to - do anything about. Joined the crew of the Wormwood late, after they found him floating in dinghy in the middle of the ocean (after a shipwreck) with a monkey and several half-empty barrels of spoiled food that he'd been living off of thanks to Purify Food and Drink. May start turning to harder drugs soon (He's considering picking up Sahir-Afiyun at level 7).

Jazibelle, ship's quartermaster (TN FM Gnome Unchained Summoner); a scholar of Ghol-Gani history and local languages, Jazi was a passenger on board the Man's Promise when it was captured. Encouraged to blend in by a friendly crew member, she got pressed into the crew. Assigned to the prize crew, she met Kotaro and Remnann in the bilges when she went in search of a safe place to summon her eidolon, a three-eyed dog-like daemon. Tends to be a bit bloodthirsty, and enjoys watching her "puppy" rip people apart.

Notable NPCs:

Gerhardt Schmit, bosun (CN M Human Unchained Rogue); former PC whose player had to leave the game (was replaced by Jazi as a PC). Older, and a bit on the stolid and unimaginative size, but quick with a blade.

Sandara Quinn, second mate (CN FM Human Cleric of Besmara); no major changes here, though Zander is considering recruiting her as his cohort once he can take Leadership.

Owlbear Hartshorn, ship's mascot (TN M Human Fighter); Zander, Jewel, and Kotaro all took an early shine to Owlbear. Not only did Kotaro go easy on him during their fight (and earn his friendship), but Zander and Jewel regularly snuck him food and other goodies in the hold. Since he turned on Plugg during the mutiny, they've given him the front cabin for himself (and cordoned off the front end of the mid deck as the new officers' quarters).

Selissa, passenger (TN FM Water Naga, young); when she attacked Rickety's Squibs, the party knocked her unconscious rather than killing her (courtesy of Remnann casting Admonishing Ray), then with some truly excellent roleplaying backed up by some very good Diplomacy rolls, were able to get her calmed down and get her disposition up to Friendly. She is currently traveling on board the Owlbear's Roost until the party fulfills their promise to help her find a new nesting grounds (or if they wait to long, in which case she'll get annoyed). Kotaro has floated the idea of possibly recruiting her as a cohort, if things work out.

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