DM-Camris' SKULL & SHACKLES Chapter 0: MURDER aboard the THROATY MERMAID

Game Master Camris

The passengers aboard the Throaty Mermaid are on a long voyage heading south towards Sargova. Everything is perfectly alright. Nothing unusual is happening...
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Recruitment is closed for now.


Recruitment is open!


Avast me hearties! We be setting sail into the Skull & Shackles Adventure Path!
But first, a little adventure when you meet aboard the Throaty Mermaid on a long voyage south from Magnimar.
The party currently consists of:
*Reijo Ilvonen, Human Ranger (Freebooter) 1
*Nhati, Human Arcanist 1
*No-Eyes Bellamy, Human Oracle 1
*Sunny, Island Elf Pugilist 1

So they’re looking for a Druid/Naturalist and a skill monkey of some kind.

We need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards

Character Creation::

- 20 point buy, 1st level.
- Core Races preferred, but any race can be accepted. Just make sure you have a backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign. You can take another trait if you take a drawback.
- Max HP at first, Average+1 on subsequent levels.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be on a long voyage to Sargova.
- Early Firearms are allowed, but not common.
- The Skull & Shackles Players Guide is VERY handy. Pirates of the Inner Sea, Razor Coast Freebooter's Guide and Razor Coast Fire as She Bears will also be useful sources.

Table Rules:

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.

To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
I aim to start in a week.
Good luck!


Definitely interested. I was thinking of a Tiefling Unchained Rogue (Rake)
She was born in Cheliax, to a peasant family in a coastal town who tried to give her a good upbringing. Her parent being immigrants themselves were already outsiders and she was mistreated by everyone else in town for being what she was. She longed for the freedom of the sea and when the chance came she bluffed her way onto a ship.
If you allow variant heritages I'd like her to be a Rakshasa-spawn. If you don't like it standard tiefling works, or human although I would have to rework the background.

I'll try to have an alias prepared later with a full backstory/personality and her stats.


Yay an' a biggest hello's ta' all'a peoples! (^_^)

Am lookin' towards playin' with every one!

*Waves enthusiastically*


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'm interested, I'll work up an investigator.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

For your consideration Galen Baran Korvosan thief on the run! Human (Chellish) Investigator.

”Background”:

Galen Baran was a member of the Cerulean Society of Korvosa, his home city. There he learned the finer points of larceny as well as how to fight when the need arose. Though a competent thief in his own right it was noted Galen had a knack for details. If someone outside the guild tried to pull one over on them he might be called in to help discover a few clues. Recently one of these investigations helped track down a culprit who conned one of his seniors Cedric Duval. It was a young member of the Sczarni gang called the Dusters. Duval took a rather final retribution on the young man despite Galen’s protests. Taking back the value stolen with interest was one thing but just because the Sczarni prefered to avoid violence didn’t mean they weren’t proficient with it.

When outrage amongst the Dusters came at the discovery it was a bit greater than anticipated because as it turned out Duval’s victim was the son of one of the high ups in the Dusters. As this news came out and retribution seemed inevitable Duval decided to pin the blame on Galen. Given that one of the specialities held by this particular Sczarni gangs was kidnapping, Galen didn’t fancy his odds of evading them long enough to straighten things out.
He spent most of his savings (and pawned a few belongings) to buy passage on a few ships.

The gambit worked and he found himself safely in Magnimar but it’s not his final destination, if the Sczarni there took an interest in him and word got back to Korvosa it might not work out well for him. Using up the last of his funds he narrowed his choices down to two ships the Throaty Mermaid headed for Sargova and Roc’s Bounty headed for Kintargo in Chelliax. He’s leave the matter to fate he decided and flipped a coin.


”Mechanics”’:

Name: Galen Baran
Class: Investigator, Race: Human (Chellish)
Str 12, Dex 14, Con 12, Int 17(15+2), Wis 12, Cha 12
Defence
Hit Points: 10, AC: 15, Touch: 12, Flat Footed: 13, Fort +1=+0+1, Ref +4=+2+2, Will +3=+2+1
Offence:
Rapier: +1, 1d6+1, 18-20/20

Class Features: Inspiration (3/Day), Alchemy, Trapfinding
Traits: Touch of the Sea (Campaign), Armour Expert (Combat)
Feats: Fast Learner, Skill Focus (Perception)-Focused Study Alternate Racial
Formulae List: Cure Light Wounds, Identify, Monkey Fish, Shield, Heightened Awareness
Level 1 Extracts/2 Day
Skills: 11=6+3/Int+1/Human+1/Favoured Class
Acrobatics
Climb 5=1+1+3
Diplomacy 5=1+1+3
Disable Device 6=1+2+3
Knowledge
-History 7=1+3+3
-Local 7=1+3+3
Linguistics 7=1+3+3
Perception 8=1+1+3+3
Profession
-Sailor 5=1+1+3
-Cook 5=1+1+3
Stealth 6=1+2+3
Swim 6=1+1+3+1

Gear: Studded Leather, Rapier, Investigators Kit, Thieves Tools


*Waves back*

Two questions.

  • Are Background Skills used?
  • Starting wealth? Class average?

    Here's Arasei pending changes as you see fit


  • Zakgrob is ready for the call! He just might need some minor adjustments to fit your creation rules! Zakgrob want to murd...er, he want to cook! =)

    Edit: Hmm. Maybe more than minor as his stats I don't think were point buy. I'll work on it.


    Voyage to Sargova? Are you mixing Skulls and Shackles with Serpent's Skull?


    ignuspyre wrote:
    Voyage to Sargova? Are you mixing Skulls and Shackles with Serpent's Skull?

    *Whistles innocently*

    Like I be sayin' already ta' DM, I is rilly gooder at not knowin' things. (^_^)

    *Bends closer and peers at the little, green... Gnome...?

    Um... a'tween m'selfs an' Reijo... skills an' pokin' things in't too much a problem.

    I think we be needin' more, um, y'know 'Magical' type a folks.

    Jus' sayin'... as a ayer an' not like any thing else...


    Oh. The DM had posted Druid and a skill monkey. Didn't realize you need 'magical'.


    Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    I'll be honest when I first saw the name of the thread I misread it seeing "Skull &S Shackles Chapter 0: Boatmurdered" to which I decided yes, dwarf ranger with favoured enemy animals to get those dastardly elephants!

    Liberty's Edge

    I've been very interested in playing this AP - and a Storm Druid seems pretty thematic. I'll get details up later today.


    Kevin O'Rourke 440 wrote:
    I'll be honest when I first saw the name of the thread I misread it seeing "Skull &S Shackles Chapter 0: Boatmurdered" to which I decided yes, dwarf ranger with favoured enemy animals to get those dastardly elephants!

    *Tilts head*

    But... how did ye get a edaphant in yer pyjamas?


    Seconding the question on Background skills.

    I have an idea for a sword-and-pistol tiefling Slayer, we'll see how it goes.


    Avast ye scurvy dogs!

    To answer two questions:

    Background Skills - I believe Camris okayed them when I asked him earlier. So long as all players have access to the rules, he said. Since they're easily found online, I guess everyone does.

    Starting Wealth - Average for your class.


    Perhaps not the type of naturalist you would expect, but here is Farren Seablessed the Hydrokineticist.


    So, is this the type of campaign that an aquatic animal companion would be used in? Maybe a Merfolk Druid with a Shark Animal Companion. I know next to nothing about this campaign, but if I had to come up with some reason why I was travelling with you, it could be because I want to protect the waters of this city we are going to.

    Does this concept sound acceptable, or am I way off base with thinking aquatic characters would work here?

    Liberty's Edge

    Ok, I have been working on a concept for the Storm Druid I mentioned before. He would be a very caster-focused character, and would sacrifice the Animal Companion for a few extra spells. (So a very different sort of character than what Reksew is considering).

    But I'd be focusing on control spells, summoning and to a lesser extent damage spells, etc.

    I can get the crunch together, but I didn't want to go to the trouble if the team is looking for something else.

    I have worked up a background, so see what you think:

    Kelwyn:
    Kelwyn was born near the docks of Magnimar to single mother of ill-repute. The skies were dark that day, with loud thunder, huge flashes of lightning and strong winds. It was worse than the average storm, and folks say that Gozreh and Besmara must have been having quite a row out at sea.

    Since a young age, Kelwyn has seemed touched by the wind. He could stand in a gale that would drive older children backwards. And he seemed to have a sense for when the worst storms were coming and how best to avoid them.

    After a rough life spent mostly on the streets near the docks, he hired on as a sailor and his connection to weather made him a valuable crew.

    But Kelwyn is a restless spirit, and feels the call of the winds now more than ever. Also, life on the local fishing boats is not very "rewarding", and he hopes to find riches among the pirate ships of the Shackles.


    Well, Zakgrob is fixed, though if you do not need finder of traps then Zakgrob understand. Goblins and Zakgrobs not be well-loved.


    I hope Camris doesn't mind me getting this involved, but if I may relay what I know thus far... I think we (the other players, myself, and Camris) were in agreement that a more creative and open-ended interpretation of "Druid/Naturalist" and "skill monkey of some kind" was in order. Meaning, I think every concept mentioned thus far would fit the bill quite nicely: Reksew's companion-based druid, Derek's spell-focused druid, the hydrokinetecist, the investigator (either with or without elephants in his pockets to astound the lovely Sunny), the slayer, and even the stinking gobbie "cook" as gross as that sounds... "Wha?! Bilge rat stew AGAIN?! Bloody 'ell!" Well at least it'll make Bellamy's boiled barnacles seem rather appealing by contrast. ;)

    And as for trapfinding, I expect that would actually be a plus for the "skill monkey" role, so no worries Zak.

    And Reksew, concerning the viability of an aquatic companion, I'd say this AP is perfect for that in fact.

    I leave it to our GM to clarify further, but that's my expectation based on our previous discussion of party needs.


    Zakgrob Quickblade wrote:
    Well, Zakgrob is fixed, though if you do not need finder of traps then Zakgrob understand. Goblins and Zakgrobs not be well-loved.

    Awe.....

    *Hugz Zagrobs*

    I din't know ye was bork-ed that ye needed fixin'.

    *Hugz some more*

    Still, I bet'cha has a rilly nice singin' voice. (^_^)


    Keddah wrote:
    If you allow variant heritages I'd like her to be a Rakshasa-spawn.

    I don't have that particular work, so I'll need the applicable passage on your sheet somewhere. If it becomes a problem I'll let you know, but usually these little variants are OK.

    Keddah wrote:

    Are Background Skills used?

    Starting wealth? Class average?

    Yes, I apologize for forgetting to put that in the Character Creation post. It is as Reijo said:

    Background Skills are allowed and encouraged. The rules should be available in the SRD.
    Starting Wealth is Average for your class.


    ignuspyre wrote:
    Voyage to Sargova? Are you mixing Skulls and Shackles with Serpent's Skull?

    The GM has no comment on such idle scuttlebutt. Even though the first module is the only good one in that Adventure Path.

    ignuspyre wrote:
    Didn't realize you need 'magical'.

    Well, both the Arcane and Divine are sort of half covered, and the skill specialist will eventually be half covered as well. We just don't have a specialist in any of those.

    The only thing fully covered is front line power.


    Reksew Trebla wrote:
    So, is this the type of campaign that an aquatic animal companion would be used in?

    Absolutely. Even when you aren't on the water, the ocean should be a short ways away in time or distance.

    If your animal companion/familiar is waterbound, there will be times they won't be available when you're on an island or underground.

    Reksew Trebla wrote:
    (Merfolk Druid) Does this concept sound acceptable, or am I way off base with thinking aquatic characters would work here?

    If you can't walk about on a ship or island, this isn't really the campaign for you.

    I think the upcoming Ruins of Azlant AP is mostly underwater, but this one won't be.


    Derek here.

    Would it be more useful if I reenvisoned my character as a caster cleric or inquisitor?

    I have never actually played a druid, but when reading about thus campaign, that and Sea Singer bard sounded the most interesting.

    Playing him as a hot-tempered force of nature appeals to me.

    I'll fill in my profile tonight and see if it is a good fit.


    Too many HUGS!! lol

    Thank you, DM. I will stick with Zakgrob. If he gets picked, yay! If not, that's okay too. He IS a goblin after all. =)


    Kelwyn Branford wrote:

    Derek here.

    Would it be more useful if I reenvisoned my character as a caster cleric or inquisitor?

    I have never actually played a druid, but when reading about thus campaign, that and Sea Singer bard sounded the most interesting.

    Playing him as a hot-tempered force of nature appeals to me.

    I'll fill in my profile tonight and see if it is a good fit.

    Just a note?

    From experiance.. I've found the "Sea Singer' Bard too have been, less than impressive? Maybe it was just the player's build of the variant? Still...

    Other people might have more first hand experiancees of the "Sea Singer"? Thoughts? Comments?


    Hi! Keddah here.

    I've added the differences between standard Tiefling and the variant under the Racial Abilities spoiler in the Alias.
    Also added a link under the character name to show in her posts in the IC thread.


    *Untangles self from Zakgrob hugging, bounces up to standing then skips over to Arasei...*

    (^_^)

    *Thrusts out hand*

    Hey-YA there! M'name be Sunny in'a speakin' of tha' peoples!


    Sorry for the delay - I realized that I hadn't updated Kelwyn's skills!

    No character gen software here, so I fill out a pdf sheet then transcribe it into my profile.


    "A pirates life of glee
    Oh thats fer me.
    Gimme da loot
    Cause I'm so cute
    Or dat ship be debris!"

    Submitting Gnome Bard (Prankster) - Backstory in progress, but mechanics are done


    *Waves enthusiastically to potential new crew.* (^_^)


    Hello all I would love to throw my hat in the ring with an undine druid with her trusty crocodile companion.
    I hope this is still open.


    Yay! More peoples! (^_^)


    Kelwyn Branford wrote:

    Sorry for the delay - I realized that I hadn't updated Kelwyn's skills!

    No character gen software here, so I fill out a pdf sheet then transcribe it into my profile.

    I feel your pain. I don't know how I'd get by with out HeroLab stuff.... (>_>)


    "Sunny" wrote:

    *Untangles self from Zakgrob hugging, bounces up to standing then skips over to Arasei...*

    (^_^)

    *Thrusts out hand*

    Hey-YA there! M'name be Sunny in'a speakin' of tha' peoples!

    Arasei seem taken aback by the elf's enthusiasm but quicly regains composure and shake her hand firmly.

    Pleased to meet you! =)


    Yay! I get to try again with Luccia!

    Luccia is (as obvious as it seems) based loosely off of Captain Amelia from Treasure Planet. An unchained rogue, she desires to be a pirate captain so she dresses and carries herself as such.

    Luccia Montressor is the only daughter of Count Lucian and Countess Loria Montressor, a noble house near the river kingdoms. An ocelot breed of catfolk, Luccia enjoyed climbing and water even from a young age, until one day she was kidnapped playing alone by the docks by some pirates hoping to cash in on her family fortune. In response, the Montressor's dispatched one of their few agents, a black cat with no scruples. With the pirates responsible slain, and the girl rescued, her parents thought the job done.

    However that brief moment of excitement, Luccia's heart caught fire for the world of piracy and adventures. She hatched a wonderful plan, requesting her family allow her to train with their agents to learn better techniques to defend herself. She studied the arts of claw combat and subterfuge with her black cat mentor, taking everything she could learn and practiced it for most of the day. At night, she studied books and learned of the shackles and the pirates that traveled their waters.

    Years passed, and she managed to leave her family to pursue her own fortune. She has passed several pirate crews up, coming to the Formerly Maid in the hopes that she would find her true destiny.

    Luccia Crunch:

    Luccia Montressor
    Female catfolk unchained rogue 1 (Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20)
    CN Medium humanoid (catfolk)
    Init +4; Senses low-light vision; Perception +5
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
    hp 9 (1d8+1)
    Fort +0, Ref +6, Will +0
    --------------------
    Offense
    --------------------
    Speed 30 ft., climb 20 ft.
    Melee unarmed strike +4 (1d3 nonlethal) or
    . . 2 claws +4 (1d4)
    Special Attacks sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 11, Dex 18, Con 10, Int 14, Wis 10, Cha 14
    Base Atk +0; CMB +0; CMD 14
    Feats Weapon Finesse
    Traits besmara's blessing, canopy prowler, expert swimmer
    Skills Acrobatics +8, Climb +13, Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +7, Escape Artist +8, Intimidate +6, Knowledge (local) +6, Perception +5, Profession (sailor) +5, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +8, Stealth +8 (+9 while climbing), Swim +5
    Languages Catfolk, Common, Goblin, Sylvan
    SQ cat's luck, pride, trapfinding +1
    Other Gear leather armor, 140 gp
    --------------------
    Special Abilities
    --------------------
    Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
    Climb (20 feet) You have a Climb speed.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
    Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
    --------------------


    Dotting for interest. I'll try to whip up something tomorrow and post it on Monday.


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    Arasei wrote:

    Arasei seem taken aback by the elf's enthusiasm but quicly regains composure and shake her hand firmly.

    Pleased to meet you! =)

    Grabs Arasei's hand with both of her own and vigorously, enthusiastically shakes them up and down.

    "I am bin callin' 'Suny' in'a speakin' of tha' peoples." The naturally tanned Elf lass explains, "That be Reijo, an' that be Bellamy, an' that be Nhatia an' that be Tai!" She indicates varous people walking/working about on the deck of the vessel which has garnered the group's attentions.

    "I is a Elf!" (^_^) Suny exclaims, stepping back and pointing to herself. "I am from tha' islands. I am learnin' people speakin'." She nods enthusiatically.


    1 person marked this as a favorite.

    The man the cheery elf identified as Reijo (pronounced RAY-yo, roll the 'r') grimly stares back at you. Though relatively handsome and dressed somewhat neatly, his scarred face hints at the grim tale of his violent life. He sits at the bar, lazily reclined, puffing away at a billard-shaped pipe.

    The unsavory types who frequent taverns in places such as this one are to be expected. But in stark contrast with the tan elf, a dark cloud of a cynicism most severe seems to pervade this tan man's very pores. Icy-blue eyes pierce you to the core as his intense gaze catches yours.

    After chugging a gulp of rum, the intense man turns to an old man beside him. His gravelly voice is deep and slightly slurred from drink. "All them rainbows an'sunshine'll be gettin' us into another fine mess by the end o'the day, I reckon."


    Here's my submission

    Thurden 'Salt' Leadbeard is a career ship's cook. After being captured from his home island many years ago he's moved from ship to ship plying his trade and searching for somewhere he likes enough to call home.

    'I suppose yer ship is as good as any. I can fill yer bellies and, in a pinch, patch up yer wounded. I ain't poisoned a crew or burnt down a ship yet.'


    Dotting for a Naturalist Gnome.


    Sunny smiles at the latest person to approach, still shaking Arasei's hand,

    "It be tha' Captain's ship." She explains, "We jus' be crew, like." (^_^)


    TheoreticallyYours wrote:
    Dotting for a Naturalist Gnome.

    Yay! Another naturalist! *Does happy dance*

    (>_>)

    Whut? That be tha' right word, in-it?


    Strictly speaking, on this first journey you are merely passengers. Later on you will have the opportunity to take crew positions.


    Yay! I get to passenger!

    I in't never passangered afore.

    *Does happy 'Passanger' dance*

    (^_^)

    Um... wait, is it harder workin' than bein' up in'a riggin', like? (>_>)


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    APPLICANTS SO FAR_______________________

    ”Galen Baran” –Kevin O’Rourke440
    --Male Human (Chellish) Investigator 1

    ”Arasei” --Keddah
    --Female Tiefling (Rakshasa-Spawn) Unchained rogue (Rake) 1

    ”Zakgrob Quickblade” --ignuspyre
    --Male Goblin Rogue (Unchained, Knife Master, Scout) 1

    ”Farren Seablessed” –The Pale King
    --Male Human HydroKineticist 1

    ”Kelwyn Branford” --Derek Weil
    --Male Human Storm Druid 1

    ”Tessa Faundral” –RePete
    --Female Gnome Bard (Prankster) 1

    ”Runa Fendinn” --Helikon
    --Female Undine Druid (Undine Adept) 1

    ”Luccia Montressor” --rungok
    --Female catfolk unchained rogue 1

    Unnamed –Piratey Steve
    --To be named later

    ”Thurden 'Salt' Leadbeard” --Bahbrahb
    Male Dwarf Aquatic Druid 1

    Unnamed –TheoreticallyYours
    --Naturalist Gnome.

    Did I get everyone?


    If you're waiting on me to make your decision...don't. I didn't get a character done yesterday.

    If there's still time for a submission, I'm working on a bard (duettist)--a girl singer and her monkey familiar. Which brings me to my question about exactly what sort of skill monkey you're looking for. Need an actual monkey? Got it covered! Need someone to make Knowledge checks? Well, bardic knowledge is what gets traded out to gain a familiar.

    Speaking of familiars, is it OK to give the monkey the Valet archetype?

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