Mothman’s Skull and Shackles home game extra

Game Master Mothman


Crew

Cody Stark:

Male elf fighter 2 / Evoker 1
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +6

Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 31 (2d10 + 1d6 + 6)
Fort +4, Ref +3, Will +3

Offense
Speed 30 ft.
Melee +1 longsword +5 (1d8+3/19-20) or masterwork dagger +5 (1d4+2/19-20) or heavy mace +4 (1d8+2)
Ranged composite longbow [+2 strength bonus] +7 (1d8+2/×3) or dagger +5 (1d4+2/19-20) or force missile (1d4+1)
Special Attacks Point blank shot, precise shot, force missile (4/day)
Wizard Spell Prepared
0 level (3/day- at will) (DC 11): detect magic, light, mage hand
1st level (2+1/day) (DC 12): burning hands, burning hands, magic weapon

Statistics
Str 14, Dex 17, Con 12, Int 12, Wis 12, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Scribe Scroll, Toughness
Skills Acrobatics +5 (1r), Appraise +5 (1r), Climb +6 (1r), Knowledge (arcana) +5 (1r), Perception +6 (2r), Profession (Sailor) +6 (1r), Spellcraft +5 (1r), Swim +6 (1r)
Traits Reckless, Besmara’s Blessing
Languages Common, Elven, Draconic
SQ elven immunities, elf blood, keen senses, elven magic, weapon familiarity, low light vision, bravery +1, arcane bond, school powers, intense spells, force missile

Combat Gear 2 flasks of acid, 2 potions of cure light wounds, wand of magic missiles (42 charges)
Other Gear +1 studded leather armour, composite longbow, 18 arrows, 5 daggers, masterwork dagger, +1 long sword, heavy mace, bracers of archery, travellers outfit, tricorn hat, bandoleer, belt pouch, water skin, flint and steel, tinder stick, torch, spellbook
Loot short sword, leather armour, masterwork studded leather armour, masterwork cat’o’nine tails, 3pp, 415gp, 25 sp


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Ambrose “Fishguts” Kroop:

Male middleaged human (Kelishite) rogue (smuggler)3
N Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 20 (3d8+3)
Fort +3, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4+1/19–20) or
frying pan +3 (1d6+1)
Ranged dagger +4 (1d4+1/19–20)
Special Attacks sneak attack +2d6
TACTICS
During Combat Kroop is no fighter, and prefers attacking opponents from behind, preferably with a sneak attack, rather than facing foes in a fair fight.
Morale When the odds are against him, Kroop fights like a cornered dog. He feels he has nothing to lose, and rarely backs down. If protecting a friend, he is fiercely brave, and fights to the death.
STATISTICS
Str 13, Dex 14, Con 11, Int 14, Wis 9, Cha 13
Base Atk +2; CMB +3; CMD 15
Feats Catch Off-Guard, Great Fortitude, Skill Focus (Profession [cook])
Skills Appraise +6, Bluff +7, Climb +5, Diplomacy +7 (+8, bribery), Disable Device +6, Intimidate +7, Knowledge (local) +8, Perception +3, Perform (oratory) +7, Profession (cook) +8, Profession (sailor) +5, Sense Motive +5, Sleight of Hand +8 (+9 conceal item), Stealth +6, Swim +5
Languages Common, Kelish, Polyglot
SQ rogue talents (resiliency), bribery +1, conceal item +1, distraction
Other Gear padded armor, daggers (4), frying pan (improvised club), bottle of rum, chicken, clay mugs (2), gold earring worth 5 gp

Sandara Quinn:

Female human (Taldan) cleric (Ecclesitheurge) of Besmara 3
CN Medium humanoid (human)
Init +1; Senses Perception +2
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (3d8+3)
Fort +3, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee mwk rapier +4 (1d6+1/18–20)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 1d6), surge (+5)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—instant armor* (DC 14), slipstream*D, summon monster II
1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD
0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize
D Domain spell; Domains Trickery, Water (Oceans subdomain*) (primary domain)
* See the Advanced Player’s Guide.
TACTICS
During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side.
Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed.
STATISTICS
Str 13, Dex 12, Con 10, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Athletic, Combat Reflexes, Scribe Scroll
Skills Appraise +4, Bluff +6, Climb +3, Heal +6, Knowledge (religion) +4, Profession (sailor) +8, Stealth +5, Swim +4
Languages Common
SQ Ecclesitheurge’s Vow, Domain Mastery, Bonded Holy Symbol
Combat Gear scrolls of cure light wounds (2), scroll of cure moderate wounds; Other Gear heavy crossbow with 20 bolts, dagger, masterwork rapier, tricorn hat, clay pipes (3), ebony holy symbol of Besmara, pouch of Old Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker 35 gp

Rosie Cusswell:

Female halfling fighter (cad) 2
CN Small humanoid (halfling)
Init +6; Senses Perception +1
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 17 (2d10+2)
Fort +4, Ref +3, Will +0; +2 vs. fear
OFFENSE
Speed 25 feet
Melee mwk handaxe +7 (1d4+3/×3)
Ranged sling +5 (1d3+3)
Special Attacks Dirty Maneuvers +1 (disarm, dirty trick, steal)
TACTICS
During Combat Rosie likes to tumble through fights to gain the advantage. She is fearless and fierce in battle unless alone, in which case she fights from a position of strength and safety.
Morale Rosie withdraws from combat if reduced to fewer than 5 hit points. If cornered, she fights to the death.
STATISTICS
Str 16, Dex 14, Con 10, Int 10, Wis 8, Cha 10
Base Atk +2; CMB +4 (+5); CMD 16 (17)
Feats Fleet, Improved Initiative, Power Attack
Skills Acrobatics +7, Climb +9, Intimidate +4, Perception +1, Perform (string) +1, Profession (sailor) +3, Stealth +9
Languages Common, Halfling
Combat Gear potion of cure light wounds, potion of invisibility; Other Gear leather armor, masterwork handaxe, sling with 20 bullets in a leather purse, 3-pint drinking stein with a silver lid depicting halflings riding dire badgers and slaughtering goblins (worth 25 gp), long red silk scarf, masterwork fiddle; Locker 2 flasks of acid, 2 flasks of alchemist’s fire, tanglefoot bag, 30 feet of silk rope

Crimson Cogward:

Male human (Varisian) ranger 1/rogue (thug) 1
N Medium humanoid (human)
Init +1; Senses Perception +4
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 19 (2 HD; 1d10+1d8+5)
Fort +4, Ref +5, Will –1
OFFENSE
Speed 30 ft.
Melee cutlass +4 (1d6+3/18–20) or
dagger +4 (1d4+3/19–20 plus poison) or
unarmed strike +4 (1d3+3)
Ranged composite shortbow +2 (1d6+3/×3)
Special Attacks favored enemy (humans +2), sneak attack +1d6
TACTICS
During Combat Cog fights like a cornered boar, caring little for his own safety.
Morale Cog does not fight to lose—he fights to win, or dies trying.
STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Improved Unarmed Strike, Intimidating Prowess
Skills Appraise +4, Climb +7, Disable Device +4, Intimidate +9, Knowledge (local) +5, Perception +4, Profession (sailor) +4, Stealth +5, Swim +7
Languages Common, Varisian
SQ frightening*, track +1, wild empathy +2
Combat Gear potion of cure moderate wounds, black adder venom (1 dose); Other Gear studded leather, cutlass, dagger (coated in black adder venom) in a darkwood sheath, composite shortbow (+3 Str) with 31 arrows, long waxed coat with several pockets, thieves’ tools, silver ring with symbol of Pharasma worth 75 gp, silk Varisian scarf worth 15 gp; Locker potion of haste, potion of neutralize poison, scroll of scorching ray, wand of magic missiles (18 charges), alchemist’s fire (2 flasks), 2 bottles of wine, 2 small silver mirrors, tanglefoot bag, 39 gp, 132 sp
* See the Advanced Player’s Guide.

Conchobhar Turlach Shortstone:

Male gnome bard (buccaneer) 2
N Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +7
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 14 (2d8+2)
Fort +0, Ref +5, Will +3;
+2 vs. illusions
Defensive Abilities defensive training
OFFENSE
Speed 20 feet
Melee sword cane +2 (1d4)
Ranged shortbow +4 (1d4/×3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1), hatred
Gnome Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—cause fear (DC 14), cure light wounds, hideous laughter (DC 14)
0 (at will)—daze (DC 13), flare (DC 13), know direction, light, summon instrument
TACTICS
During Combat Conchobhar prefers to talk rather than fight. If he must fight, he lurks at the edge of combat, preferring to flank or attack with his bow.
Morale Conchobhar flees if reduced to 7 hit points or fewer, but he fights to the death for any female character he is on friendly or better terms with.
STATISTICS
Str 10, Dex 14, Con 10, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Martial Weapon Proficiency (sword cane)
Skills Acrobatics +7, Appraise +5, Climb +5, Perception +7, Perform (sing) +8, Profession (gambler) +7, Sleight of Hand +7, Stealth +10
Languages Common, Gnome, Halfling, Sylvan
SQ hilt bash, gnome magic, versatile performance (sing)
Combat Gear oil of animate rope, wand of mirror image (11 charges); Other Gear shortbow with 12 arrows in wood quiver, sword cane, black silk gloves, bottle of musky perfume worth 35 gp, fake eye patch, foppish clothing, outrageously foppish purple hat, yellow silk handkerchief, key to locker hidden down left boot; Locker elixir of love, 42 gp

Blackheart Ani:

Female human (Mwangi) witch (Gravewalker) 2
NE Medium humanoid (human)
Init +2; Senses Perception +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (2d6+4)
Fort +1, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4-1/19–20)
Ranged masterwork light crossbow +4 (1d8/19–20)
Hexes (CL 2nd; concentration +5)
Evil Eye (-2, 6 rounds, DC 14), Scar (DC 14)
Witch Spells Prepared (CL 2nd; concentration +5)
1st—air bubble, chill touch (DC 14), ill omen* (DC 14)
0 (at will)—bleed (DC 13), detect magic, light, touch of fatigue (DC 13)
Patron Occult
* See the Advanced Player’s Guide.
TACTICS
During Combat If combat breaks out, Ani seeks a protected position, shielded by allies if possible. She softens up opponents with her Evil Eye hex or Touch of Fatigue cantrip, then tries to finish them off with her crossbow, saving her spells for tough opponents. She seeks to avoid melee combat.
Morale If reduced to 6 or fewer hit points, or if she finds herself clearly on the losing side, Ani tries to break off combat. She either flees, surrenders or changes allegiances, whichever she thinks will give her the greatest chance of survival.
STATISTICS
Str 8, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +0; CMD 12
Feats Extra Hex, Scribe Scroll
Skills Climb +1, Craft (doll-making) +7, Knowledge (arcana) +8, Knowledge (history) +8, Perception +2, Profession (sailor) +6, Spellcraft +8
Languages Common, Necril, Polyglot
SQ Spell Poppet, Aura of Desecration +1 (20 feet), Bonethrall (DC 14, 2 HD), Possess Undead
Combat Gear scrolls of cure light wounds (2), scroll of burning hands, alchemist’s fire (2 flasks); Other Gear masterwork light crossbow with 20 bolts, dagger, spell poppet, pouch with spell components, bone mask, Locker: 23gp, 42sp.