GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...location map ...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 20, Sub-officers 9+1, crew 71
Ships watch/Bells ...Port Peril Map


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Ellie, did you pass into the 'lake of hooks' last round? I saw that you were in side of it, and presently still are, any movement in that are needs the a DC 10 Escape Artist check or a DC 10 Strength check rolls to beat the 'entangled'.


As those who've read the 'Discord' channel, Tempest is stepping away from the game. I've told them if they change their mind I'm happy to have her back in the game. So I will leave the character on the players page for a bit.

That said, does anyone want to 'bot' her through the cave portion of the adventure? I personally have no desire to run her, but if someone wants to, I'm amenable to that. If not, I'll have her return to the ship.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

Not me please. I hate botting people, even as a GM. I never do it as well as the player and then I feel guilty. It's ugly. :)

I'm fine if we go without Tempest. We'll have to be a bit careful, but we've been lucky with this fight so I feel confident. Famous last words right?


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

I can bot her through this part of the adventure, if no one else wants to do it. Having her leave the group to go back to the ship doesn't really feel right.


Veronica Blackblade wrote:
Tempest, not one to wait for the enemy to make the first move, steps near the rest of the group and lets loose another arc of lightning aimed at one of the grindylows (purple)pointed out by Ellie and Melli.

Is she stepping into the lake of hooks? That's really the only place for her to move to without needing a swim check.


Brother MacLaren wrote:

Once the Grindylows are finished off, MacLaren will channel to heal.

"Let's press on. I feel strong as an ox right now but it won't last long."
Bull's Strength lasts 3 minutes; that might not be enough time for another encounter, but maybe.

We have ten unconscious grindylow laying on the bottom of a ten foot deep pool and a seventy square foot flooded cave with "countless smaller skeletal fetishes" spread about, including one magical item. Are we taking the time to CDG the grindylow before the channel to heal and collect the few items of value?

Realistically how long should that take?


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

Eh, I suppose more than a few minutes if we take the time to collect the loot now.
Okay, no more Bull's Strength.


I'm cool either way, I couldn't tell if we are hurrying along, or collecting as we go.


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Actually I think hurrying along makes more sense for the situation-- this is a rescue mission, after all. We could collect items on the trip back.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

I agree with Ellie. We're hunting companions, not loot at this stage. We can come back and loot later when the place is secure and we have our people back.


that's fine, someone post they quickly follow Melli, we'll say he has two and a half minutes left.


Ellie Dewblossom wrote:

"And... don't forget it!" Ellie manages to call out after the devilfish, her stomach still heaving. She leans her rapier up against the nearby rock wall to push another bullet into her pistol.

Drop rapier, reload pistol.

So dropped the rapier here
Ellie Dewblossom wrote:
The pain in Ellie's stomach wanes, and she forces her limbs to respond. She grabs her rapier and pushes forward through the sickening blood-slick into her blade's reach of the devilfish,

Then picked it up, one move action, and moved forward through rough terrain, so a second move action. The attack doesn't hit anyway, be aware of actions.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Crap, you're right. For some reason I was thinking I could pick up the dropped weapon as part of my move. I'll still move where I am, but no attack.


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N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Hi guys.

I tend to get hyperfocused on one or two things in my life to the detriment of everything else. It's an issue that I'm aware of, but there's not much I've been able to do to break that pattern.

I'm starting up a new career path after leaving teaching in December, and also working through some mental health stuff. I've also been fortunate enough to reconnect with a few friends from years ago. Finally, I'm starting to write a novel, which is something I've always wanted to do but never tried before.

In short, PbP isn't something I'm focused on. Running a game or playing in one just isn't something I'm committed to, and it's showing in the quality and quantity of my posts, and on how well I'm following what's even going on in my games. I'm going to drop this game. Sorry. I really enjoyed playing in it while I could.


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Just in case you all didn't see he conversation in discord today

Robert Henry wrote:
I'll get a post up this evening. As most of you know I agreed to run this game if I was permitted to join Melli's 'Kingmaker' a quid pro quo so to speak. I'm going to take a couple hours and think about how to proceed from here...
MacLaren wrote:
I would be willing to take over as GM for Kingmaker if it means that this campaign gets to continue.
Robert Henry wrote:

To be completely frank, during and after the holidays, I was concerned about the pace that we had slowed to in that game and this one. Feeling uncomfortable about that, I applied and was accepted in another kingmaker game. That game has started with pre-game adventure. If you have a desire to run GM Elfriede's game I would stay in it, but if it slips to the wayside, I'm still in the other game; So hopefully my hope of finishing Kingmaker lives on.

As for this game, part of the reason I offered to run it was due to the pace that the game was moving at. Though for some reason we've not moved at the previous pace. To offset that, being familiar with his posting rate, I asked Tucci to join us hoping it would keep us moving forward. I'm willing to continue running the game, though I do request that we move forward at a quicker pace. I think four players (especially with 'Tax Feat rules' and 'Automatic Bonus Progression' in play) will be fine moving forward.

Moving forward: Out of combat if two people agree with a direction I will move the party that way. In combat, I will keep a round open for twenty four hours, (on the weekend this will be lifted) If anyone hasn't posted by that time they will take 'Total Defense' and I will move the round forward. If someone is going to miss an extended period of time, they can have someone else 'bot' them.

If you all are good with those changes, I'm willing to keep running the game.

Let me know, either here or in discord, if you're good with the changes.


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

I am good with the changes.

Inventory of potions:
The party got 2 CMW as a reward for catching Reefclaws
Then 3 CMW after the Man's Promise fight (Melli took one, and has since used it on Veronica)
One CLW from Plugg (Veronica used it)
One CMW from Scourge
One CMW from the ghouls' tent

So it looks like the party gained 7 CMW and used 1, leaving 6
And the party gained 1 CLW, which Veronica just used.

We seem to have enough healing to continue.


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Regarding the CLW potions, I was using the one from my initial inventory. And Tempest should still have the two she started with. So we should have three extra CLW potions.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I'm fine with that, but if we pick up the pace here I'll probably have to drop out of Kingmaker (if someone else takes it over) to make up the extra time.


Ellie Dewblossom wrote:
I'm fine with that, but if we pick up the pace here I'll probably have to drop out of Kingmaker (if someone else takes it over) to make up the extra time.

I don't know if anyone will pick up the other game or not. I'm not super worried about it, if it happens great if not it is what it is.

As for the pace in this game, once a day weekdays and once on the weekend is fine. The idea is to keep combat moving minimum a round a day. and decision outside of combat flowing. If two people agree on the next 'plan' then we go with it. So generic things can move along.

For instance: If your in a building and come to a stair well. Ellie says "Let's go upstairs!" and Mac says, "That's a great idea!" Then the next map will be upstairs. I won't wait for Veronica or Tucci to chime in, I'll assume they support the idea.


Hey Ellie (I know you said you check paizo more than discord) and anyone else who wants to jump in since we are down to four characters and it looks like you will be the closest thing to a 'glass cannon' we have; Let's revisit the conversation about the pistol: making ammo and the abundant ammunition.

I realize abundant ammunition does not make 'alchemical substances' ie gunpowder. But if you're the 'helmsman' on the ship you may not have a lot of time to 'craft' firearms and related sundries. Oddly enough you need one level in 'craft alchemy' to craft alchemical cartridges.

I didn't know if you were planning on using Alchemical cartridges or not, but if you're going to, for simplicity sake, I am willing to forgo the abundant ammunition stipulation on 'alchemical attributes' so using that spell, you can magically reproduce the 'Alchemical paper cartridges' you've crafted.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Honestly I wasn't planning to. Alchemical cartridges are a) much more expensive and b) more likely to misfire. Playing a gunslinger in PFS has definitely taught me that the more bullets you use the more you're going to misfire, and Musketeer cavaliers don't get the Quick Clear deed so that would basically break my gun for the rest of the combat.

My plan for most combats was to fire just a couple of shots at first then close to melee, although if we don't have a blaster I'm open to changing tactics. It would make some sense that someone in her position, realizing this pistol is even more rare and useful than previously thought, would decide to use it more.


That's cool, I was just trying to simplify the 'abundant ammunition' and time possibly spent 'crafting' powder.

edit: also, Mac will be able to cast Masterwork Transformation very soon, to remove that annoying ' battered' condition.


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

What would Masterwork Transformation do to Ellie's pistol? Doesn't she already treat it as not broken unless it misfires?
I am certainly willing to prepare the spell and cast it on everyone's weapons, presuming we have the gold (though since we level up to 4, we all have a Weapon +1 attunement).

MacLaren's level-up:
+7 HP (1d8+2)
+1 Dex (hard choice here, but since Dex is an odd number it gives immediate benefits - +1 AC over levels 4-7 could quite well be meaningful).
+1 Fort/Will (and +1 Ref from the Dex increase)
3 skill points: Perception, Acrobatics, Sense Motive
2 background skill points: Profession (Cook), Profession (Brewer)
+1 1st and +1 2nd spell slot per day
ABP: Armor +1, Weapon +1

His base AC is now 20, up to 22 with Shield of Faith which is not terrible.


Brother MacLaren wrote:
What would Masterwork Transformation do to Ellie's pistol? Doesn't she already treat it as not broken unless it misfires?

hmmm, I assumed 'battered' was a condition that being MW would remove, but maybe not.


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welcome to Raiders of the Fever Sea!

Just to whet your whistle:

The story you have all heard, at least one version or another:

The Free Captains are the most obvious menace of that maze of hell-cursed waterways and a thousand perilous isles and knife-edged reefs called the Shackles, but they are not its only danger, nor the worst. Nearly a century ago, Free Captain Cyrus Wolfe, a black-hearted rogue with an even blacker gift for the dark arts, plied the waters off the western coast of Garund and brought fear to hundreds of ship’s captains and crews. His daring daylight raid on the fortified Thuvian port of Aspenthar directly under the nose of that city-state’s admiralty left a dozen of the principality’s warships in f lames and over a hundred of its citizens carried off as captives for ransom. For that grand audacity, Wolfe was offered the Hurricane Crown by his fellow Free Captains, but it is said that he simply laughed in their faces.

After 3 decades of terrorizing the shipping lanes, Captain Wolfe made his biggest haul ever when he surprised a convoy of Katapeshi treasure ships returning from secret mine holdings on the coast of southern Garund. It is believed that Wolfe divided up his treasure and hid it in several different sites, but the locations of most of them have been lost to time. However, one name has stayed at the forefront of maritime legend as the location of his spoils—Mancatcher Cove.

To dispose of the most valuable portion of his plunder, Captain Wolfe selected an uncharted island somewhere in the Shackles—an island shrouded in dense jungle and surrounded by forbidding cliffs save for one cove said to be so deep that it descended all the way to the pits of Hell. There Wolfe hid his treasure, reputedly using his sorcerous powers to reach down into the very heart of Hell to summon forth a guardian beast to crush any ships that dared anchor in the cove. Before departing, Captain Wolfe made a map of the island and the location of his treasure. However, less than a year later he was captured by a flotilla of ships commissioned by the queen of Aspenthar and the Pactmasters of Katapesh. Even under torture, Wolfe refused to divulge the location of his ill-gotten treasure, and so he was hung from a gibbet over the harbor of Aspenthar, where his bones were picked clean by gulls and crows as a warning to others.

Since then many of Captain Wolfe’s treasure troves have been located and looted, and copies of his map of Mancatcher Cove have likewise managed to find their way into the hands of fortune seekers. However, unlike at Wolfe’s other caches that were looted, those few ships that came to Mancatcher Cove in search of the fabled treasure were never seen again—victims, it was whispered, of the Beast of Mancatcher Cove. In time, the last few copies of Wolfe’s map were lost, and the hunt for the greatest hoard of Captain Wolfe’s treasure subsided, leaving little more than an old sea dog’s legend


So, once we are in port at 'Rickety squibs' you can attempt to hire crew, those rules are spelled out here. As for sharing plunder now (here at Rickety's) the crew received pay the same time the PC's did, so they will not be expecting to be paid once you make port. After this, they will be.

HIRING CREWS AND SHARING PLUNDER:

At some point, the PCs will no doubt be interested in acquiring more sailors for their crew. They may do so at any port or settlement, or upon the successful capture of another ship, by making a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check. Each such check takes 1 full day, and a successful check results in 1d4+2 new crew members for the PCs’ ship. You can use the statistics for the shipmate on page 294 of the GameMastery Guide to represent these sailors.

Unlike many other NPC hirelings, pirate crews do not have a daily wage. Instead, they are paid shares of the ship’s plunder taken in acts of piracy, when that plunder is sold. Rather than try to recreate the complexity of share amounts for historical pirate crews, the PCs should simply deduct 1 point of plunder from their total each time they attempt to sell plunder. This represents the shares of the plunder paid out to the crew, regardless of the actual amount of gold received for its sale. See Pathfinder Adventure Path #55 for a detailed description of the plunder rules.

This Adventure Path assumes that the PCs follow these guidelines to keep their crew happy and well paid. It is left to the GM to decide how a crew reacts if the PCs do not pay them plunder on a regular basis.


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

NEXT LEVEL: 4:
Hunter, Divine Hunter Archetype (Good) 4
+1 Constitution (13)
+6hp (5, +1 con) (27)
+1 BAB (3)
+1 Fort and Reflex Saves (4/4/1)
+9 skills (6, + 1 fav, +2 background†) (Handle Animal†, Knowledge Religion, Perception, Profession Sailor†, Ride, Sense Motive, Stealth, Survival, Swim)
+1 Wild Empathy (4)
+1 Tracking (2)
+1 armor attunement (1)
+1 weapon attunement (1)
Improved Empathic Link (Su): This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
+2 Second Level Spells (Barkskin, Wind Wall)
+2 Second level spells per day (2)
Spells Known (Caster Level 4, Concentration +7, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (4/4): Cure Light Wounds, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/2): Barkskin, Summon Nature’s Ally, Wind Wall

Kasin Celestial Capybara
+2 Strength (15) & Constitution (14)
+1 Intelligence (3)
+1 HD (4 x 4.5 = 18, +8 con, +4 toughness) 30hp
+1 SR (9)
+1 Smite Damage (4)
+1 BAB (3)
+1 Fort and Reflex Saves (4/4/1)
+1 Skill: Stealth
NOTE: Room for three more tricks to be taught. Begin teaching Sneak.

Nice that they made crew compensation a simple system. I feared a complex one... So next port we need to pay at least 1 plunder to keep the crew happy. How much plunder does the ship hold?


Female Human Magus 7 | HP 59/59; AC 17 (21 with Shield), Touch 12, FF 16 (20 with Shield); | F:+8 , R:+4, W+4 | Init +1; Perception +8 (+10 with Blackblade); Low-light vision | Arcane Pool 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 4/4 3rd: 2/2 |Active:

Level 4:
+8 Hp (1d8+2+1fcb)
+1 Str
+1 Fort/Will
5 skill points: Intimidate, Knowledge (Local), Knowledge (Planes), Perception, Spellcraft
2 Background skill points: Knowledge (Engineering), Profession (Sailor)
+2 2nd spell slots (1 class, 1 bonus int)
Hex Magus: Evil Eye
New spells: Mirror Image, Bladed Dash
ABP: Armor +1, Weapon +1


Brother MacLaren wrote:

Arghh.... I hate "double move to engage," I see it all the time in PFS and think it is such a waste of a turn... but the sensible thing of move + cast would probably get Sara snagged by the wasps.

Brother MacLaren moves up, shouting at the wasps. "HEY! OVER HERE!"

I wasn't quite sure how to give you as many options as possible. So I had her running towards you, so as long as you didn't run the other way she would bring the wasps to you.


Brother MacLaren wrote:
I think the GM might have forgotten about boars' Ferocity ability as they normally take a lot of damage to drop... moving on!
Ferocity (Ex) wrote:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Huh, so that's what that was. I saw it said ferocity, and assumed it would explain at the bottom of the boar's page, but it didn't and I didn't look it up. You are right of course, the first one would have had eight more hit points and the second twelve. If it helps, If you feel cheated I can add ferocity to the next monster...


M Human Cleric 5/Brk2 | HP 33/52 | AC 21 (T 14, FF 18, CMD 23) | F +8 R +5 W +9 | Mv 30' | Init +3 | Per +10 Spells 4/6/5/4/2 | Channel 3d6 3/4 | Agile Feet 5/5 | Active: Fly, Invis Purge, Enlarge, Shield of Faith, Heroism, Bull's

I mean, I don't think they are a huge threat offensively, it just would have taken another round.

The NL damage that Veronica inflicted entirely bypasses Ferocity, Diehard, and similar abilities, at least by Rules As Written.

That orc berserker is still up at -1, and can go down to -20 before dying?

So don't send the fighter who does 1d8+8 damage with his sword. Have the 5-Str halfling rogue throw a dagger for 1d3-3, since that will do 1 point of NL and knock the orc out.

Pretty silly.


Ellie you'll receive the Arcane Bond (Ex) at 5th lvl. are you at all interested in a parrot familiar?

Might be a dumb question it was the 'sea singer archetype' that received the parrot or monkey familiar at 2nd lvl. Are you dual archetype or did you change from sea singer to arcane bond? I honestly don't remember.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I strongly considered sea singer, but no Ellie is arcane duelist only. And the arcane bond I get has to be a weapon:

Arcane Duelist wrote:
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.


ahhh I missed that, thanks :)


Ellie, if you hit the DC 20 for recruiting go ahead and roll the 1d4+2 to determine the crew added.


The number of crew it takes to sail is twenty, so I will assume that we are dropping anchor at night so everyone can rest, at least until you have 40+ crew. Please figure out how many sailors you put on watch while the ship is at anchor, and if any of the pc's are on watch with them.


Sorry folks, I had to go to the airport an hour away to pick up family that flew in from Florida, by the time we ate dinner and dilly dallied, I got back much later than I thought I was going to.

Tucci Hedgehopper wrote:
I think we assign a half dozen crew to be night watch. That should more than cover it. Two fore, two aft, and two wandering the ship. They can swap out their duties during the night so it's not as boring.
I'm fine with this idea, is everyone else ok with it? I don't want to give away too much, but I need to know what the plan is for the 'night watch' to move on.
Brother MacLaren wrote:
"Kroop, have you heard any rumors about Tidewater Rock?"

Mac, that's a great question and I should have been prepared for it, sadly I'm not, I've been working on it for a bit, but I've realized I'll not get it done tonight. I will finish the info and get a post up in the morning.

I've fussed about posting every day so I apologize for not getting post up today. I didn't properly calculate the time spent doing the transport and visiting with family, I should have posted before I left.


Robert Henry wrote:
The number of crew it takes to sail is twenty, so I will assume that we are dropping anchor at night so everyone can rest, at least until you have 40+ crew. Please figure out how many sailors you put on watch while the ship is at anchor, and if any of the pc's are on watch with them.
We're going to ignore this, I've changed my mind.
Brother MacLaren wrote:

"It looks like it is perhaps 60 miles to Windward Isle as the crow flies. Maybe 100 miles or more if we need to account for wind and reefs. So I don't know if we will get there today."

As best as I can find, our long-term travel speed is 48 mi/day? Increased to 53 mi/day by our stylish silk sails.
"Do we wish to stick to the commonly used shipping channel, and chance upon encountering other ships? Or go further out to sea, and hope to avoid any other ships?"

So the 'sailing ship' from the AP's Players guide has our regular speed at Maximum Speed 90 ft. (wind) and with the silk sails its waterborne speed is increased by 10%. so 99 ft.

The players manual has a Sailing ship (sailed) moving at 2 miles an hour and 48 miles a day, but that's at 60 ft movement not 90 ft movement. Now a Longship (sailed and rowed) moves at 3 miles an hour and 72 miles a day, which is 90 ft movement. So with the + 10 % The Charm should be able to sail 79 miles a day if were sailing 24 hrs.

From what I can find: Historically? How many people can fit on a caravel ship? Crew size ranged from a minimum of seven to fifteen and could carry up to a maximum of 30 to 50, including passengers. It could bear a load of 120 tons of cargo. Our caravel can carry 150 tons or 120 passengers, so a little bigger.

So trying to put all this together? From here on out the crew of 20 can sail 24 hrs, With the crew you have you can run three 8 hour shifts, and wake folk up for 'attacks.'

Does that sound ok to everyone? I've been struggling with it, and I just need to implement something...


Male Halfling Hunter 7 | AC: 19 tch 14 flat 17 | Fort +8, Ref +9, Will +8 | CMD 20 | Initiative +2 | Perception +17 | Sense Motive +4 | Helm

I think that's fine as far as the crew. Just about anything will be fine really, as long as we're consistent. And hopefully simple (which this is).

I'd stick to the daily move from the book though. They might be accounting for slower night travel, or who knows what. I usually try to stick to the book when it's clear - less to remember. Here too though, I don't think it matters much. Do what you like and I'm cool with it.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yea to me it's easier and more consistent to stick with book stats as much as possible, and only look at historical context when it's either unclear or on us to decide something. Book stats are (theoretically) balanced around all the other book stats, so they should take precedence.

Then again, I'm a rules lawyer so I prefer book stats regardless lol.


Ellie Dewblossom wrote:
Yea to me it's easier and more consistent to stick with book stats as much as possible, and only look at historical context when it's either unclear or on us to decide something. Book stats are (theoretically) balanced around all the other book stats, so they should take precedence.

I totally agree, but the book stats don't match up.

If you look at speed of sailing vessels per ft in the movement part of the core rule book it's 60 ft per round, not 90 ft per round like in the AP's Players guide; which has the ships 'builds' explained in detail. So, if you go with the players guide speed would be the 3 miles an hour and 72 miles a day, which would mean the ship is capable of sailing 24 hrs a day with a crew of 20.

The 10% for the silk sails takes that to 79 miles a day.

This has frustrated me since I started the solo game two years ago, but that GM just hand waived it and said 'you sail anywhere on the map in a day.' I'm willing to do that, but I thought some of you want time to 'craft' while aboard ship, so I figured we'd keep an eye on travel.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I think "specific" usually trumps "general," which in this case would mean using the S&S Player's Guide stats (that's what I did, though I'm not sure I was even aware of other sources for that). Maybe CRB stats are for two-mast rigs rather than our three-er? Maybe the sailing ships found in the Shackles are just faster than other ships? *shrug*


yeah, I don't have a clue. so going with player guide stats, and since the listing for speed is for 24 hours instead of a 'days march' I'm assuming they can sail all 24 hours with the required crew.

I just checked 'real life' numbers cause 20 people in three eight hour shifts (or four hour shifts or whatever) seemed thin. But if a real caravel can sail with seven crew why can't a pretend one.


Veronica Blackblade wrote:
While the spoiler for Firegrass Isle told how the Goatshead pirates get blamed for all attacks on sargavan ships, one thing that wasn't explicit in the spoiler is that there is supposed to be an anti-piracy pact between the Free Captains and the Sargavans, from what I got from the wiki on the island. Would our characters know that as well? Seems important to our decision in attacking the ship.

It is common knowledge that the Free Captains have an arrangement to protect Sargava from Chelish attacks. It may be assumed (if not known) that a charter with the free captains would exclude attacking Sargavan ships.

Two Three things to keep in mind:
You're not a free captain of the shackles yet.

Some Say "It's only wrong if you get caught."

Others say, "There more guidelines than rules"


I also put this in the discord thread

Maybe I missed it, and I know we've had several conversations, but I need a rotation for who's on deck at night. You can drop anchor if you want but You've enough crew to sail through the night and I'm good with 'the bells' just let me know who's on deck. Whether on land or sea there won't be more that '12 hrs of adventuring', but I'd like to know who's awake when, several things are written for 'night action'


Veronica Blackblade wrote:
.... since you said you didn't want to be splitting the party between ships. If we're splitting up the party, I think it'd make sense to have Ellie be the one taking command of the Drekar while having Veronica stay at the Charm. Tucci would be the obvious choice to replace Ellie at the helm, since he expressed interest in helping out, which would leave Mac as the one to join Ellie on the Drekar.

Good catch, the idea of splitting the party between two ship was to not be running two or more separate ships/attacks/adventures at the same time. I basically see you folks taking a captured ship to 'market' as staying together, or the exception to the rule. Nothing is going to happen so it's no big deal. In my mind's eye I imagined you'd have a couple of the officers on the captured ship to keep everything on the up and up. Not that Sandara would double cross you. IF you want Crew to maneuver the ship I would recommend: Sandara, Ambrose (and his shadow Owlbear), Barefoot Samms and Giffer Tibbs. They seem to have goals most similar to your own.


Ellie Dewblossom wrote:
At port, while Mac sells off their stolen ship and (I assume) cargo to get the absolute best price,

So selling cargo is like recruiting or building infamy; it's a full days worth of effort.

Tucci recommended not selling the cargo and holding on to it a bit but no one responded yea or nay. I'm ok with that since you've just been a few days at sea. I'll look around and see how long a ship can go on the 'supplies' they have. Each time you 'sell' plunder, 'one' plunder goes to paying the crew and resupplying the ship. So I assume it has to happen every so often, but I don't know what that threshold is.

Also it may be time to start using the calendar.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

I'm going to purchase a pair of boots of striding and springing. I figure not only do they have the obvious benefit of making me move faster, but it'll make all those "quarter movement" swimming calculations a lot easier haha.


Ellie, you doing ok?


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Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Yes and no. Last Thursday I had to put down the cat who was my best friend for 11 years, so dealing with that has been hard. This week my sister who I don't see often is in town, so I was with her all Monday evening. Yesterday I finally finished a work project that's been on my plate since January, so the last few days have had me doing mostly that at work which gave me little time for anything else. Yesterday was also my daughter's birthday, which then took up the evening.

Basically just a lot of things that, individually, wouldn't have had much of an impact on this game but kind of all came crashing together at once. I apologize.

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