Wolf in Sheep's Clothing

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What happens to a summoned creature that has a teleport used on it?

Does absolutely 'nothing' happen to the summon or does the summoned creature unsummon (like it was dispelled) or is this totally undefined?


I have looked around a bit, and I am unsure if the PDFs available for the Map Packs (specifically the Ships Cabins and the Pirate Flip-mat) are available in an interactive form like the Adventure Path map-extras.

I would love to take advantage of the artwork of the ships cabins and decks, but I do not want the grids and markers (to import into an online map tool for my use and apply my own grid).

Does anyone have experience with the MapPack/Flipmat PDFs and can tell me what they include?

Thanks in advance!


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So, in an attempt to pre-plan much of the going-ons with the ship, I have created the following spreadsheet:

https://docs.google.com/open?id=0B65KLWeEK60Iam9hWnNZMVBtMWM (Once you've opened the version @ google docs, click File -> Download to download an xls version of this... the random function didn't convert right as a Googledocs spreadsheet, so it is available as an xls only)

In the first sheet of the spreadsheet I have listed each of the attitude-changeable NPCs, their starting disposition (given in a 0-5 scale, 0 being unchangeably hostile, 1 being changeably hostile, 5 being helpful), and their role. Further more, I have given a day-to-day breakdown of where each PC will be on the ship each day, and a place to input the party's influence change with them (below their job-for-the-day).

Since I am running a game with 7 players, I needed a way to limit the interactions each day a little bit. Each of the players (4 Swabs, 2 Riggers, 1 Cooks-mate) will only be able to influence whomever they're working with that day. The same goes for when an NPC becomes influenced enough, I now have a reference for where they are working to know if they are 'helping' the PC do their task (especially early on when a player is working with Sandra, etc). This will also allow me to track the status of the NPCs, if they've failed, etc so I can 'populate' the bloody hour with some more beatings (and maybe eventually blame the PCs if they were working with the person that failed).

I have also 'pre-rolled' the random elements associated with Grok and Fishguts. (50/50 drunk Fishguts and 25/75 locked/unlocked Grok's Quartermaster room)

Row 28 also has a line for the PCs to indicate what jobs they can/can't do that day and some other notes. I didn't replicate the entire AP's day-to-day in this line, so you'll still need to reference the day-log still.

Some mechanics about the spreadsheet:

1) The cell beneath the daily task is a place to insert an attitude adjustment (using + or - accordingly). This will tally, modify the initial attitude and change their current attitude. There is no 'error correction' built in, so it's up to you to make sure the value is in range.
2) I have already randomized the tasks and filled in the cells, this is because the random function will always reevaluate itself. I have included the formulas on the second sheet (as well as their reference tables) if you wish to re-calculate. Just copy and paste the cell next to the 'CODE' beneath the associated table. Then, once calculated, you can Copy the cell and Paste Special taking 'Values only' to 'lock in' your randomized value.
3) The tables on the second sheet are reference only for the randomized function and the number->name for attitudes.
4) I didn't really make it overly-pretty and it can be a bit rough. But it should do it's job as an attitude tracker nicely.
5) Any questions, please reply to the thread here!

To reiterate: the only cell that you should need to edit, to use the attitude tracker, is the row with the attitude associated with the character (beneath their daily tasks).


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I am looking for some music for a few of the exploration areas and encounters. Does anyone have some good ideas?

Our last campaign (non-Golarion) made use of a lot of typical adventure music: soundtracks from Pirates of the Caribbean, Conan, Braveheart, etc.

Part 1 ideas below:

Spoiler:

The first keelhauling - no idea
The 'rope race' at the beginning - no idea! (maybe the last act of William Tell Ov?)
The 'bilge' sentence (where the PC gets ambushed by 2 pirates) - Wagner - Die Walküre prelude (http://www.youtube.com/watch?v=SFn29Y9J0fU)
The boarding party scene: Holst - The Planets, Mars. I'll probably start it in the 2nd or third 'chase' round before the boarding actions. (http://www.youtube.com/watch?v=L0bcRCCg01I)
On the island if the players sleep and/or encounter a swarm - no idea
Grendylow Queen - no idea
Mutiny showdown - no idea