Christopher Barley's page

4 posts. No reviews. No lists. No wishlists.


RSS


So my players want to investigate these, and, honestly, I am freaking LOST for what these things might be.

The hint that "The Ghol-Gan didn't build on Motaku because of these" has me scratching my head. That kinda suggests that they're NOT Lovecraftian, because the Ghol-Gan would have been ALL for that towards the end of the empire.

And the fact that there's 7 might suggest a link with the Runelorda, but the Ghol-Gan predate the Runelorda, so... I HAVE NO FREAKING IDEA!

Can anyone point me in any sort of direction, or at least provide a neat idea for what they might be believably connected to? Thanks


1 person marked this as a favorite.
Bryan Stephens wrote:

That makes sense.

I have started.

http://www.seenar.com/doku.php?id=game_systems:pathfinder:skull_shackles:la dy_pirates

Is the link to the game and the group, All 18 or 17 year old young ladies using Roll20

If you haven't gotten to Book 2 already, I HIGHLY recommend letting your group decide whether to squib at Rickety Squibs (and thus follow the plot of Raiders of the Fever Sea) or travel to Lilywhite to be squibbed, and follow Plunder & Peril (the official alternate Book 2 of the AP).

This lets the AP feel much more "Open World" while still letting you control exactly which rail line they're on.

I've done this with my group, and even made notes about how the decision tree branches into Part 3 (if they follow Raiders, they eventually get their Letter of Marque from Kerdak as planned; if they follow Plunder and get the "good ending" from saving Lanteri, they get it from Tessa Fairwind after (secret DM Fiat) losing their tests in Book 3; if they kill her without knowing she's still alive, they get their Letter from Cerise Bloodmoirn! if they kill her knowing she's still conscious, they get their Letter from Grudd (who sends them on a hunting mission to take down Cyclops Jane as payment for it, and later a mission to help take down his ex-wife).

Also modified the Infamy track to be something more like a Light-Side/Dark-Side track in KOTOR, where the Infamy they gain is either Honorable or Dishonorable and depending on which is more prominent, they get different effects and Impositions available. It helps a lot when your party may want to follow a more "Pirates are Freedom-Loving Adventurers!" route like the Straw Hats, rather than be the more overtly villainous way the Infamy track seems to think you'll be (what with outright murdering crewmates and passengers to earn a tiny bit of temporary street cred & all...)


I mean, Martial Versatility is a real feat.

None of my players has had a problem with taking MV if they're a human, or surviving without if they're not.


Unarmed Strike - you don't have a weapon in your hand, and can still make an Offhand attack (with your foot, head, whatever - Unarmed Strike doesn't allow you to make an Offhand Attack in conjunction with a Two-Handed Weapon, but it DOES allow you to swing with a one-handed sword and headbutt a sucka).

You won't be able to deal Lethal damage until you take Improved Unarmed Strike, but you can still deal damage.