Alastir Wade

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I used dice instead of chips for "distance down" and went with 10' intervals (5 was just too fiddly, but would be more accurate)- players at one interval can attack the same level or 1 up or down. I also required movement costs of x2 to go down (reduced to x1 at -3 ACP, x.5 at -6 ACP) and x.5 to go up (change to x1 at -3 ACP, x2 at -6 ACP). If you have good weight, I made sinking 40'/turn the max rate (affects things in the final encounter, book 1).

This has worked out really well for us in the game


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I ended up creating a "pecking order" type mentality in the shackles based upon reputation.

Council Pirates.
Free Captains.
Other established pirates.
Newbies.

PCs are always free to go to a port in the shackles, but without a dangerous rep, they are anyone's meat. This gives incentive to climb the ranks. If players still insist on going, use some role playing in port to bring it up- merchants treat them badly, bartenders ignore them, whores laugh at them, other pirates (Gortus Svard!) pick fights, etc.

Also, it is noted (somewhere...) that most free captains are "sponsored" by other free captains. Going it on your lonesome is supposed to be difficult and dangerous... and fun for evil GMs everywhere.


As a GM, I would allow sturdy hull to stack, but not the 2 types of plating. It seems to me this would follow the "types of bonuses" default rule. Also - look at things that reduce/increase cargo space this way for mutually exclusive items... I don't allow my players to have things like narrow hull and expanded hold stack.


Zaister wrote:
Ayrphish wrote:
Anyone worried that their players will get bored for the first 20 days? Seems like it could get pretty repetitive.
Players can go exploring the ship during the time, interact with lots of NPCs and do lots of stuff they can come up with. If they have no interest in that, I guess rolling the dice for the days can happen rather quickly, but then you probably have the wrong group for this AP.

Be prepared to get creative. Good players will probably start hatching all kinds of vengeful schemes, bloody feuds, and evil plots quickly. I recommend using any friendly NPCs to emphasize 2 things: 1)The Captain is such a Bad @$$ that overt actions will get the players killed. 2)Nasty practical jokes are a good way of getting their own back - as long as nobody is caught.

Also, if you want to prevent a quick revolt the moment the Captain sails over the horizon, use the same NPCs to say "hold off for a few days for him to be well and truly gone..."


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Yeah, there will be Shenanigans. I am running this AP currently, and have some of the most creatively devious players it has ever been my pleasure to play with on the crew. Things I have learned:

1) Cleric = create water... the "need to get fresh water" thing DOESN'T WORK. Be prepared with an alternative reasoning for doing things.
2) Mage, Cleric, Druid, Sorcerer, Witch, etc = using magic (especially orisons like message, mending, etc.) to make "hard time" on the first voyage easier.
3) If your players don't figure it on their own, emphasize before starting the game that the players need at least one "face" character, and skills will be important, especially profession (sailor).
4) Unless you don't mind cutting your own throat against a good combat player in the second adventure module, change the weapon on Gortus Svard...
5) If you want to challenge players plundering the high seas, you need to use things like convoys, escorts, q-ships, etc. The base ships listed in book 2 will quickly be easily overwhelmed and boring.
6)In book 2, be sure to read the behavior patterns for the "beast of mancatcher cove" carefully... it makes a difference.
7)If your players are like mine, they will begin building a fleet long before the book says they will... read ahead.
8) Consider getting "Ultimate Campaign" for building (& charging the gold for) the inevitable pirate base.

I hope this helps.



It's my understanding that you can make technological weapons magical. My question is about the emp pistol. I've printed the info below from the srd.

An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.

One of my party was wondering if he added the shocking enchantment to the weapon, would he be able to deal that 1d6 to living creatures? And therefore apply pbs, deadly aim, and other gun slinger traits that add to damage? Or would the shocking enchantment only apply to creatures that can be damaged normally by the emp pistol?


I'm the GM for a campaign. We are getting into the third chapter, and I'm trying to put together a timeline. What would you recommend as a good current year?

First time posting a spoiler, I hope the following is hidden!

Spoiler:
It says that Xoud infiltrated Iadenveigh in 4707. The main question is how long after Xoud extracts Casandalee do the PCs come by?

Here's an extra bit of intrigue: I have an android PC, and was hoping to make him from the foundry below Iadenveigh. So likely I would have to push back the date when the well was dug, since that seems to be his only way he could leave the foundry after being created there(The module says this was also in 4707, which I think is a little too close to Xoud anyways). This means I would likewise push back the founding of the town. Would there be a continuity issue if I pushed the founding of the town and digging of the well back 50-100 years each? Then I would keep the dates involving Xoud as they are stated in the text.

Please let me know your thoughts and suggestions!


The campaign I'm running is starting to get to fairly high levels. The party is now 13, and about to fight a wizard that will most likely open with PS. If, by chance, one of them gets sent to another plane, how would the pcs go about rescuing said pc?

I am not well versed in high level spells, so am not aware of all the potential options! The first hurtle being figuring out which plane said pc went to.

The only party casters are a druid and inquisitor (and technically a ranger)


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I am currently running Second Darkness (converting to pathfinder as I go). Chapter 4 leaves the characters at 11th level, but chapter 5 starts at 12th. What could some quick adventures be to gain a level while their plea is caught in the dense elven bureaucracy?


Minor spoilers potentially.

I am GM for a second darkness campaign (converting to Pathfinder as I go). Page 51 of the adventure path Armageddon Echo, under the description about Celwynvian, talks about the Vista of Visions. On the path are several statues of historical elf citizens that all have a short sentence description, but at the end there is a brand new wooden bust of an elven man with a scar on his face. Who is that supposed to be? Even if it never specifies in the writing, has anyone come up with any cool ideas to tie this bust into the plot?

I was thinking making it one of the necromancers described later in the Celwynvian summary. But I am open to other ideas, especially if they come back way later.


I was going over the Wormwood's layout in preperation for starting the S&S campaign. I noticed that the only two stairs to the main deck from the lower levels are either through the officers' quarters or the captain's quarters, and both areas are pretty clearly off limits to not only the PCs but most NPCs. Not being a sailor by any means myself, how is the crew then supposed get to the main deck of the ship??


I am starting a Second Darkness campaign, and one or the PCs is picking "scouting for fiends" as his campaign trait. None of us are super familiar with the pathfinder universe, and I was wondering what faction or group would be a good choice for him to be a part of that could have sent him to investigate. He is a Chaotic-good Half-orc ranger beast-master. Any ideas would be greatly appreciated!