Skulls and Shackles Campaign (Inactive)

Game Master Tyranius

Disrespute / Infamy = 18/18
Plunder = 15/15

Maps:
Isle of Empty Eyes | Tactical Map |
Man's Promise | Man's Promise (Key) |

Loot List: Plunder List


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Dark Archive

There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?

I will be running the Skulls and Shackles adventure paths as a PbP on these forums and I am looking for 4 players

This will be run in a campaign mode for PFS credit. I am going to stick it through until the end of the campaign so I am looking for four other players that will also stick it out until the end of the campaign.

I will be posting 1-2 times a day (maybe more depending on how often the player's post). I expect the players to check in a prefer to the players to post at least once a day. I understand that real life events happen so it is not a big deal that you will not be able to post here and then but just let me know beforehand.

If we are in combat and you do not post for 24 hours I will place you on a delay action until you return to be able to post unless you let me know before hand and give me a set of guideline on what you wish to do in certain situations.

I will be rolling initiative and perception checks to determine surprise. All saving throws will be done by the players

Maps will be posted using Photobucket (Primary) or google docs depending what the players prefer for ease of access.

Download a copy of theSkulls and Shackles Players Guide and read through the guide for useful information.

Submit your character here by posting as the character you wish to play as during the campaign

Character Creation Rules

  • 1st level PC
  • 20pt buy with no stat below 9 prior to racial modifiers
  • Any resources from a Paizo book is fine as long as you have access to that book. No 3rd Party material.
  • All core races are fine of course. Any other races from the ARG will have to be OK'd first.
  • All classes are permitted except for gunslinger, samurai and summoner and playtest classes.
  • Average starting wealth for your class
  • PFS-style HP (maxHP at first level and average +1 for following levels)
  • 2 traits, one trait must be a campaign trait.

Lantern Lodge

Presenting Ri'el, a dour Shaman seeking to loose his pursuers by traversing the high seas, or rally a crew around him strong enough to permanently impress upon his enemies that that he's not to be trifled with. But damn his eyes if he ever lets his guard down so they get the chance to stab him in the back. (Background is in the profile.)

Below is an in-character post reflecting this campaign trait.

With its fearsome reputation as the 'capital' of the Shackles, Port Peril was hardly a place one would expect to find beauty. But as Ri'el stood by the docks and gazed upon the setting sun lighting up the sea in a dazzling blaze of crimson and gold, he found himself marveling at how the beauty of the natural world could brighten (albeit just a little) even this sordid cess-pit of humanity.

"Or maybe I'm just well and truly sloshed."

"Hmmph. Port Peril, they call this place. I've heard the other sailors talk about it, but I gotta say, I ain't too impressed. Isn't much different from most of the other ports we've been to. Loose women and lying braggarts at every corner, watered-down ale sold for too much and 'friends' sold for too little."

He pauses in the middle of his slurred soliloquy to spit in disgust, then moistens his mouth with another hearty swig from the bottle in his hand.

"Well, at least it's honest, in its own bloody screwed up way. Least they don't pretend they're any better, unlike the bast**ds in the imperial courts and royal palaces. At the end of the day, all these cities and ports are alike. As long as people inhabit them, they will always be cess-pits."

The rather feral-looking thrush on his shoulder cocks its head towards him, regarding him curiously. "If you hate these ports so much, why do you keep stopping at them, might I ask?" the thrush cooes softly.

"Food, repairs, supplies, and coin, my feathered friend. We gotta cash in our goods and restock so we can go out there again to get more goods. It's the way of world, Thali. Just like in that forest of yours'. The strong eat the weak. It's just that for us, the seas are our hunting grounds," Ri'el replies as he gestures to the waters before him with a sweep of his hand, "and we drag our catches to these here ports to eat."

"You almost describe these ports as if they were your home dens."

A spray of grog spurts from Ri's mouth at Thali's observation.

"Bahahahaha! Home? Not unless you have a habit of sleeping on a bed of venomous asps and scorpions. No, these ports are hunting grounds too, in their own way. Men here would gut you for your coin if they thought they could and get away with it, even if they'd called you 'brother' 2 seconds ago. Hell, they'd do it even as they called you 'brother'."

"Should you be drinking quite so much then, Ri'el?"

"Hmmph. I've been around. I can hold my own and I know how to take care of myself."

"I assume then that you are aware of the men coming up behind you."

"Yeah I uh...wait, whu..."

Ri'el struggles to rally his senses as he realises the significance of Thali's words, but his limbs feel heavy and he is barely able to move his neck before pain explodes in the back of his head and the sea rushes to meet his face. His last thought before passing out is that if he survives this, he will make sure to gut the lowlife that sold him that bottle of grog.

Lantern Lodge

Ri'el is made with 1 drawback and 1 extra trait, as well as a 20pt buy. If either of these assumptions about the character-building rules for this AP are wrong, let me know and I will amend accordingly.

Dark Archive

The drawback is fine for third trait. Yes it is 20 pt buy


Ah, I see you've added the point-buy rules. Amending Ri's stats accordingly. =)


@GM. Here is a character I have made previously. Just wondering if the type of campaign you are running would allow a LE alignment that end up with an Imp familiar. Let me know if this would be a problem and I could change a few things, maybe LN.

Sarrien the Tiefling Witch of Shadows, seeker of powerful magical treasure has arrived in Port Peril. Accompanied by his trusty raven familiar they seek wealth and power on the seas. For Besmara has favoured him saving his life when he was just a baby. Posing as a cook he has sailed with a merchant for several months before hearing of a map to a lost ruins in Port Peril. So he plans a meeting with a contact one night at the Formidably Maid.

I'm intending to be a debuffer/buffer witch and take improved familiar at 7. Basic idea is that the familiar that he thinks he has now will reveal itself as an Imp and that it has been pretending to be a raven the whole time via their Change Shape ability.

Equipment:

3 x scrolls taught to familiar 75gp (Unseen Servant, Hypnotism, Strong Wings)
Explorer's outfit 0gp
Compass 10gp
Spring-Loaded Wrist Sheath 5gp - 1lbs
Cold Iron Dagger 4gp - 1lbs
Coins 8gp, 25sp, 50cp

total = 105gp


Witch Stats:

Sarrien
Tiefling Witch 1
LE Medium Native(Outsider)
Init +5; Senses Darkvision 60 ft; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 dex)
hp 9 (1d6+3)
Fort +2, Ref +3, Will +2
Resistances Cold 5, Electricity 5, Fire 5
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Offense
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Speed 30 ft.
Melee Unarmed +0 (1d3/x2)
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Spellcasting CL 1; Concentration +7
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Spell-like Ability Darkness 1/day
0th level spells DC 14(3 slots) Daze, Guidance, Resistance
1st level spells DC 15(2/day) Mage Armour, Obscuring Mist
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex, Alertness
Traits Ancient Explorer(Local), Reactionary, Desperate Focus
Drawback Attached
Skills(6/level) 0 Appraise +3, 1 Arcana +8, 0 Fly +4, 1 History +9, 1 Local +9, 1 Perception +3, 1 Profession(Cook) +4, 0 Sense Motive +2, 1 Spellcraft +8
Languages Common, Abyssal, Draconic, Dwarven, Elven, Halfling, Cyclops.
Gear
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Special Abilities
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Favoured Class Bonus(1hp) 1hp or 1 skill point per level or the witch's familiar gains resistance 1 against cold, electricity, or fire to a maximum of five of each typeof resistance.
Weapon and Armour Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
1st Level Spells Known(7) Enlarge Person, Ill Omen, Infernal Healing, Mage Armour, Air Bubble, Obscuring Mist, Charm Person.
Cantrips(3 slots) Known = All. These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
1st level Hex[Misfortune(Su)] The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Feat Extra Hex[Cackle(Su)] A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Patron: Shadow At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron Bonus Spells 2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.
Witch's Familiar(Raven) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Share Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
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Racial Traits
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Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Spell-like Ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Ancient Explorer You gain a +1 trait bonus on Knowledge(history) and Knowledge(local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.


Familiar Stats:

Xavier the Raven
N Tiny animal
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armour)
hp 4 (half master's hp)
Fort +1, Ref +4, Will +4
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Offense
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Speed 10 ft., fly 40 ft.(average)
Melee bite +4 (1d3–4)
Space 2.5 ft.; Reach[/b] 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus(Perception), Weapon Finesse
Skills Fly +6, Perception +6
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Special Abilities
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Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Backstory:

When Sarrien was born with mishappen wings and a tail his parents were horified. How could this have happened in their family. They had been simple fishermen for as long as they could remember. Why would an outsider deem to take an interest in any of them. They decided to do what any sane person would do. They took him out on a boat in the middle of the night and tossed him into the sea to drown.

How he survived no one knows. But the truth is Besmara was angry with the fisherman. Years ago she had saved his life in the danger of a storm and he had done little to spread her name for it afterward. She decided that his luck had run out. The same night a wind caused a storm to drive his little boat far out to sea. He was never heard from again. The poor lone mother wasted away the rest of her days as a beggar widow. She lost the house, the business, everything. The little Tiefling was found fast asleep on a beach by an old hag. She took the babe in and cared for him, giving him the name Sarrien.

He grew up in the shackles but away from the ports and cities. The old hag Maria taught him the ways of the sea, Besmara, pirates and many other things but his fascination was always the locations of lost magical treasures and the old ruins. They lived not a few miles from one where he often went to think. Though he had been learning from Maria it was one of these days when he fully became a witch...

The stone pillars surrounding him rising up 15ft. He sits at the base of one of them staring into the distance. Then he heard a voice speak Infernal, "You came from the sea and you must go back to the sea Sarrien." This caused him to jump up from where he was sitting and look around to find what had made that sound. Nothing was there. The trees growing through the ruins didn't allow him to see far. "Who and where are you? he called back in the same language. "Above you. I am but a raven and you have called me yourself. I am to be your familiar. You're a witch Sarrien. Destined to be powerful before the end." He looked up and sure enough a black raven was perched atop the pillar he had been sitting beneath. It took off and slowly flapped down to land on his outstretched arm. It's feathers, though black, gleamed in the light. It was not completely black however. One solitary main flight feather on its left wing was white. "I do not remember calling anyone." he said. "No? But in your sleep last night you called out. The patron of shadows has answered you and sent me. Your time here is finished. The pathetic and weak old witch has nothing more to teach you." the raven said to him then flew off ahead of him towards his home. He chased after it before realising where it must be going and deciding to walk instead. The idea of leaving this place and walking among others worried him. He had been warned that other people may not like him at all or even try to kill him if he wasn't careful. Well if this Patron that had answered him deemed it his destiny then what else was there than to go. The raven was right. This place held nothing for him. Less than 100ft from their hut he found the raven again. When you leave this place you must not have any reason to return. Tonight in her sleep, kill her and her familiar. Then you will be free and she can have no hold on you."

Sarrien returned and later that night when all was quiet he took his dagger and slew the old hag in her sleep. The raven flew out of the darkness and landed on top of the hut. "What do I call you?" Sarrien asked. "My name is Xavier."

They both left the next day and headed to the nearest port. Using his cooking skills he got a job on a merchant's ship for several months. Hearing rumors of a map to lost ruins he disembarked at Port Peril. Someone here had what he needed.


Submitting Nicpic Whitefeather, pirate extraordinaire!

Well... He likes to think he is anyway...

Also, he is a Tengu, but I hope that does not disqualify him...


Also, Ri'el... Umm... You are a shaman. That is a playtest class. GM said no playtest classes.

Sorry mate...


Dotting for interest. I had an idea for a Ronin, but as the GM said no I am more into the Inquisitor. Of Besmara of course. Providing healing and being the skill monkey. Or a Ninja. ;-) A Ninrate. Or a Pinja.
What I am curious is the Alignment. I can´t for the sake of god imagine a paladin in this AP.


Well folks, it´s time to throw my hat in the crowd. Well met. My name is Jack, Jack Handsome. Alias of Helikon. As I said either Ranger, Inquisitor or maybe ninja. Depending what you need. Scoundrel, Thief and ne´erdowell.


Nicpic Whitefeather wrote:

Also, Ri'el... Umm... You are a shaman. That is a playtest class. GM said no playtest classes.

Sorry mate...

Ah, I missed that. Bummer. My mistake. Thanks for pointing it out.

I'll have to think up another submission then. Unless I get lucky and the GM reconsiders. XD


Any alignement, or only non Evil?

Dark Archive

@ Ri'el- no Playtest classes sorry

@Sarrien - character looks good- I like the imp familiar. Just have to change the lawful alignment. No lawful as we are pirates not merchants :D

@NicPic- I am fine with a Tengu

@JackHandsome-Sounds good whichever you prefer to play

@Everyone and Cadj- Any alignment except for lawful alignments is fine as you are pirates :D. Just remember that you actions will have consequences.


Very much interested, have a backstory and stat breakdown in profile.


Well, it's more a set of guidelines than rules.

*shoots the one who says 'hang the code'*

Surely pirates could be lawful. I thought lawful evil would be especially perfect for a pirate. He has his code. Don't betray allies, make sure i get my fair share, honour(though slightly twisted), etc... plenty of reasons for a pirate to be lawful I think.

Just a few points though I have no problems being NE as long as I can still get that Imp.

Dark Archive

@ Sarrien- That is fine as log as sticking to a code and not looking to break the simple laws like a paladin who refuses to steal and sacrificing innocents. I like the idea of the code and careful plotting of revenge.


Yeah, I thought about LE mage too.


Aye, there is merit for all types of piracy, from the more or less LG privateer in the service of a crown to the blackhearted villain who will do all for personal gain.
And for the class, I prefer to bring the player not the class ;-)
At the moment he is cook by trade, a scoundrel by passion. Firmly devoted to Besmara, because its always good to pay the gods their respect!

Dark Archive

I'll buy it. I wasn't too worried about alignment as to why I didn't place it in the character creation as long as players don't take it to the extremes with laws and evil characters constantly trying to kill the entire party lol

So far I have plenty of melee and support but not much on the line of divine to be able to heal outside of a fight unless Jack goes Ranger.


If you need more divine I can go inquisitor and spam CLW and Bless
and use the bow and thrown daggers for good effect.

Dark Archive

Sounds good

So far have

Sarrien-witch
NicPic-Swordmaster
Jack Handsome-Inquisitor
Viviana-Monk

I can run a 5th in there if you want to make that mage Cadj


Sharissa of the shackles here, if there's still a place?
NB: Sharissa is a savage druid, and will usually be fighting on the frontlines, spells are mostly going to be for support/healing.
I may go for a level or 2 of Barbarian, but will stick mostly to Druid.

Silver Crusade

Would you allow Gnolls or Merfolk?


Nicpic has code! Code is: Don't die, don't miss booty, eat your veggies, pray to Besmara for more booty!


Ok changed Jack to be a ranged Inquisitor (A friend of the Dagger) and will take the support role. Am curious how this will work ;-)

Dark Archive

It will work as a normal campaign and as each adventure path concludes a chronicle sheet will be dispersed to the PFS character of your choice.

More information can be found at the additional resources page found Here under the Skulls and Shackles section.


I'm in the process of making a Sea Singer bard, and should be done shortly, if you're amenable to a little competition for spots, GM. If you'd prefer to go with first come, first served, that's fine, too.


GM Tyranius - Are you doing first-come first-served? Or is there a submission and judging process? Because I would love to play, but I was busy with church/family and only just saw your recruitment post. :(


I'd like to submit Lazha Slicksheen, Half-Orc Cleric of Naderi. She was in a former S&S PbP that unfortunately died very quickly.

I'll need to do a once-over to make sure she meets your character creation guidelines, but she should be very close.


I'll try to come up with something, if it's not first come, first served.


This is Pedwiddle's Sea Singer bard - still have to work on the fluff, but the mechanics are there.

Dark Archive

So far it was first come first serve to be fair. Depending on how this first table goes though I may start a 2nd table.

1. Sarrien
2. NicPic
3. Jack Handsome
4. Viviana

dot into the gameplay thread and I will begin tomorrow.


May have to check equipment but everything else should be OK,...

Background:

Serenna was born the daughter of Ricael Stanthrop, an Andoran trader who owned a fleet of ships that sailed throughout the Inner Sea. The family was rich, very rich, and Serenna and her much older half-brother, Ristren (the illegitimate product of an affair in her father's youth), were provided with the best education, clothes and food that money could provide, though of course, for reasons of taste, it was obvious that Ristren would not inherit their father's wealth. It was when she was still very young, only twelve years old, that Serenna for the first time, set foot on a ship, on a trip to see family trading partners in Varisia. As she watched the her home, the city of Almas, disappear over the horizon, she had no idea that she would not return for years.

During the journey there was an accident. One day whilst Ristren and Serenna were crossing the deck, Ristren tripped, knocking Serenna to the rail and pitching her overboard. Serenna struggled in the waves, shouting for help and feeling herself being pulled underwater by her heavy dress, when suddenly, as if from nowhere, she felt an explosion of pain and passed out....

When she awoke, Serenna found herself on her cot in her cabin, her blankets were bathed in sweat and her leg felt strange. As she stirred, her mother, cheeks stained with tears, quickly leant in from her seat at the bedside and wiped her brow, breaking into uncontrollable sobbing. Serenna pulled back the sheets to discover that her left leg was gone, severed below the knee. She would soon learn that it had been severed by a shark attack.

For days Serenna stayed below deck, crying to herself and refusing to see anyone. She was only drawn from her malaise when the sound of fighting from above decks alerted her that something was wrong. Soon her mother burst in, shouting that they were under attack by pirates. Together they huddled against the cabin wall as the sounds of fighting grew inexorably closer. Just as the hammering started on the door, Serenna's mother pushed the young girl under the cot to hide. It was from that vantage that Serenna saw her mother die, cut down by a pirate's cutlass.

Serenna remained hidden below the cot for what seemed like an eternity, listening to the sound of fighting and watching her mother's blood spread in an ever-growing pool. Eventually she was roused from her rivière by voices. One was gruff and his words were coarse. " Nah, we ain't found no bloody girl, 'Red' reckons there was only 'yer mam in the cabin, but I'm sure we'll get 'er soon enough. There're only so many places to hide on a ship."

"Just so long as you kill her," came the clipped reply, "or else I won't be able to pay you. Will I? Now, make it look like I put up a fight, or no one will believe the story."

Moments later there was a thud and Serenna followed by footsteps drawing closer. Then a bearded and scarred face appeared in front of her. "There, there, little miss. I won't be 'urting you, no matter what yer brother wants. I always like a bit of insurance."

For almost 8 years Serenna lived aboard the Vixen's Kiss. The pirates, a group of bloodthirsty villains, though not without their own code of honour, came to see her as a mascot. She was looked after most of all by the ship's cook, an old lady called "Mum" by the crew. The carpenter "Thumb" even made her a peg-leg to help her get around. Aboard the ship, Serenna soon became known as "Peggy". She helped with the cooking, and was even allowed to join the quartermaster's hunting trips when they found small islands (it wasn't one of these trips that she found an Osprey nest from which she stole the egg that would hatch into "Pipsqueak". Eventually Peggy was accepted as part of the crew - never forgetting her past, but eventually accepting her fate.

Several weeks ago, whilst on shore leave, Peggy heard that her brother was getting married, she abandoned the Vixen's Kiss and found work aboard a merchantman and is now slowly working her way back to Andoran to confront her brother, and maybe take revenge.

<EDIT> missed it by that much.


Would be interested to join, even a second table


Dotting for the second table - I thought I'd missed my chance. I'll post my character in a few hours.


I'd be interested in the 2nd table as well, if that would come up.
Things are set in profile.


Fine by me.


Birch33 here. If you go with a second table...here is Ancalinza for your consideration.


I'm very interested in the second table. I'd be going with a hexcrafter magus.


Seems the profile had a bit of a problem, its content was busted :/

Reset it, pardon for the inconvenience.

Silver Crusade RPG Superstar 2014 Top 16

Hey there, I saw you filled your first table.

Two questions:

1) What are the odds you'll run a second table
2) Are you just running through the sanctioned content, or doing the whole AP, and then giving the cert just based on the sanctioned content?

I have a character concept, which is an existing PFS character, and I could reproduce it as a campaign style character, and play it, and apply credit to my PFS character, so I get the "feel" of his having played the campaign.

Silver Crusade RPG Superstar 2014 Top 16

My concept had been a Warpriest of Besmara, but it looks like the play test classes are a no-go, on the off chance there is a second table of this.


Hi Tyranius, I would love to play on the second table.

I usually play something that the group needs and build a character back story when I know the role that needs filling.

Can go all ways, not sure what is already present and what the group will need. Probably a healer by the looks of it ;).

In that case I would probably try for a druid or an oracle.

Let me know, i'll build you a great backstory ;).


Hi Tyranius,
I would love to join your campaign!
But would I be able to make it into the group? When you say for PFS credit, does that mean that PFS Guidelines apply (e.g. 3 EXP to level-up, 150gp starting wealth, etc.)?

I have a lvl1 Half-Orc Barbarian with 2exp that I was thinking of retraining his class & build before level-up with a shift to CN alignment, and I think this campaign is a perfect opportunity for him to make a debut.

Please let us know if there's still room for more players. :)

Dark Archive

Probably not going to be able to start a second table at this moment but I still have the list of names for when I will have the time. If I lose anybody from this game I will send out a message to the next person in line to join in.

Thanks for the patience

Dark Archive

I sent out a couple of PM's with no answer but I am looking for 2 more that are interested in Skulls and Shackles. Nearing the end of the first book and you will still receive PFS credit.

Grand Lodge

Interested. Fengar was created for a S&S campaign long ago but not chosen. I may need to tweak him a little, but I think he's good to go.


To be clear, you will not be playing with a PFS-legal character. You will get a chronicle sheet at the end of each module that can be applied to a PFS character, per the applicable PFS rules.

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