Changing up the shipwrecks


Serpent's Skull


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My group has taken to targeting the shipwrecks to build up their resources and I'm a bit sick of undead and aquatic animals. Are there some other more creative and interesting options that I could be using? What have other people done to mix it up?

Also what sort of stuff (loot wise) have people put in the random ships? I've taken to grabbing bits out of the equipment section (rope, block and tackle, blankets, etc) that the guys have picked up for survival options. They seem to really like this and I was toying with the idea of throwing in a relic or important item of some sort. I'm new to the pathfinder setting so I don't really know it that well. So what would be a good one to throw out that could tie into the adventure path later on?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

For alternatives to aquatic and undead, how about:
* Constructs, Elementals, and/or Animated Objects (any of which could have been aboard to protect a passenger or precious bit of cargo)
* Traps (a ship that is so badly rotted it collapses when someone swims inside)


What about island canibals out looking to harvest some of those resources themselves?

Don't have the Bestiary infront of me, but what about looking into low level plant monsters? Some sort of scary mold on a ship that has some alchemical items (obviously some broken and causing the crazy mold) could be good for a change of pace...


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The PC's enter an old wrecked ship to find a man and a woman's skeletons on board. Suddenly, the PC's find themselves in the past, as crew of the ship, fighting in it's last doomed battle against pirates who are trying to kidnap a young woman and kill her fiancée.

If the PC's succeed in driving off the pirates they return to the present to find the skeletons gone as if they'd never existed. If they fail they return to find additional skeletons...one per PC.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I quite like the suggestion Firest put up.

Another suggestion:

A ship that has seaweed growing throughout it. Part of the seaweed is actually a variant Assassin Vine. Once the PCs defeat the vine they can harvest the seaweed with an hour of work and a successful DC 15 Craft (Alchemy), Craft (Herbalism) or DC 20 (Survival) check can make 1d4+1 doses of anti-plague (see APG), as the particular crop of Seaweed if properly treated and dried has anti-bacterial properties when chewed.

RPG Superstar 2013 Top 8

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I actually made an alternate shipwreck table. Still mostly aquatic animals and undead, but a bit more variety:

01-06—1 octopus Avg. CR 1
07-13—1 lacedon Avg. CR 1
14-16—1d4 ochre eurypterids Avg. CR 1
17-20—1 common eurypterid Avg. CR 1
21-25—1 hunter urchin Avg. CR 1
26-30—1 giant crab Avg. CR 2
31-38—1d4 lacedons Avg. CR 2
39-49—1d6 human skeletons Avg. CR 2
50-60—1d4 human zombies Avg. CR 2
61-65—1d3 common eurypterids Avg. CR 2
66-75—1 shark Avg. CR 2
76-80—1 medium water elemental Avg. CR 3
81-85—1 pteranodon Avg. CR 3
86-90—1d3 hunter urchins Avg. CR 3
91-93—1 crab swarm Avg. CR 4
94-96—1 spear urchin Avg. CR 4
97-98—1 sea hag Avg. CR 4
99-100—1 bluetip eurypterid Avg. CR 5

My PCs encountered a pteranodon and it was pretty terrifying. They've got lousy defenses but can do a ton of damage to a first level character.


Great suggestions! I'll be adding these to my SS game this summer.


Cheers for the suggestions guys. I like the animate objects, but might do it as coral. I Have this vision of coral creatures climbing up onto the ship once the PCs are onboard.

My group is still first, but will cross over to second level at the end of the next session. So I might throw the time travel idea at them then.

The Concordance RPG Superstar 2008 Top 32

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Here are a couple from my game.... Most of my PCs are 3rd now, so i had to ramp things up a bit

For your reference: Parts of a Ship, a Pictorial (http://www.shipmodeling.ca/aagv001.html)

D8. Scarred Maiden
This ship has been dragged up the beach so its bow is touching the undergrowth at the edge of the beach and forest. Vines and various plants have started to grow into the ship, covering and penetrating the fo'c'sle. The port side of the ship is rent with a large hole (approximated 15’ tall and 8-10’ wide) that reveals the bilges (now dry), the lower hold, and part of the upper hold.
A young tendriculos was part of the cargo (although the sailors of the Scarred Maiden were unaware of it) and it has made it’s lair within the lower hold. It is uncertain as to its environment and hasn’t ventured out into the wilderness of the island. It will not venture out of the hold, but will violently repel any intruders.

YOUNG TENDRICULOS CR 5
N Large Plant
Init +5; Senses Low-Light Vision; Perception +7
DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, -1 size, +10 natural)
hp 58 (9d8+18)
Fort +8, Ref +6, Will +4
Immune acid, mind-affecting, paralysis, poison, polymorph, sleep, stunning, Plant Traits
OFFENSE
Spd 20 ft.
Melee Bite +10 (1d10+5/20/x2) and
Tentacle x2 +5 x2 (1d4+2/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Grab, Paralysis (3d6r) (DC 16), Swallow Whole (2d6 acid + paralysis, AC 15, 5 HP)
STATISTICS
Str 20, Dex 13, Con 14, Int 3, Wis 8, Cha 3
Base Atk +6; CMB +12 (+16 Grappling); CMD 23 (can't be Tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack -2/+4, Skill Focus: Stealth
Skills Fly -1, Perception +7, Stealth +7 Modifiers +8 Stealth in undergrowth
Languages Sylvan (can't speak)
SPECIAL ABILITIES
+8 Stealth in undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paralysis (Ex) (3d6r) (DC 16) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing creature’s Con modifier; the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Swallow Whole (Ex) (2d6 acid + paralysis, AC 15, 5 HP) You can swallow smaller targets whole.

Concealed in the nest that the tendriculos has made in the fo'c'sle are 700gp, a divine scroll containing command, bane, and bull's strength, and an arcane scroll containing see invisibility and blur.

D9. Crimson Angel
A round boat, the type mainly used for lugging bulky cargo around close to shore lies in the sand, canted to the port. The masts have been broken (there were two, a foremast and a mizzen mast). The stern castle has been crushed by something large and very hard. Entrance to the inside of the ship can be done by working a way through the crushed quarterdeck or through the hold hatches in the midship. Inside is one large room filled with rusted, broken torture equipment. Nailed to one side of the hold are 17 mummified hands (8 human, 2 dwarf, 3 elf, 1 halfling, and 3 orc hands). Carved into the blackened hold opposite the hands are the names “Kylarra,” “Neagu,” “Oxana,” “Earina,” “Adorata,” “Sebastian,” “Nikola,” and “Oleksander.”
A sea hag by the name of Kylarra once sailed the Crimson Angel as her mobile base of operations; at least until a storm drove the Angel on to the rocks of Smuggler’s Shiv. The ship is now abandoned and left empty.

D10. Volar’s Lash
Lying in a mudflat, the green vines that drape this wreck hint at how long it has lain here. A stout hemp rope is tied off on the bowsprit. The rope loops over one of the few remaining spars on the main mast. Handing from the rope is a mostly rotted; skeletal body of a human. The bottom decks of the ship are completely buried in mud as is most of the hold. However, a gelatinous mass called a ocean blanket has recently taken up residence here and it will attack any that enter the hold.

OCEAN BLANKET CR 5
XP 1,600
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 63 (6d8+36)
Fort +8, Ref –3, Will –3
Defensive Abilities Transparent
Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage
OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +5 (2d4+3 plus 1d4 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf (2d4+3 plus 1d4 acid), paralysis, filament, pull
STATISTICS
Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +4; CMB +7 (+11 grapple and pull); CMD 12 (can’t be tripped)
Skills Climb +10
ECOLOGY
Environment temperate underground or marshes
Organization solitary
Treasure none
SPECIAL ABILITIES
Acid (Ex) An ocean blanket secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ocean blanket’s acid damage.
Engulf (Ex) Although it moves slowly, a ocean blanket can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The ocean blanket merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
Paralysis (Ex) A ocean blanket secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex) Due to its lack of coloration, a ocean blanket is difficult to discern. A DC 15 Perception check is required to notice a motionless ocean blanket. Any creature that fails to notice a ocean blanket and walks into it is automatically engulfed.
Filament (Ex) A ocean blanket can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a ocean blanket’s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A ocean blanket can have only one filament active at a time.
Pull (Ex) A ocean blanket has a +4 racial bonus on CMB checks made using its pull special attack.

D11. Wavereaper
This ship looks as if the main deck suffered through a fire. It masts are charred and all rope or sails have been burned off. Most of the ship’s structure remains relatively intact, if charred. Any exploration of the charred ship has a 1 in 6 chance of causing structure damage that will cause the ship to fall apart into cinders and charred boards. Any caught within the ship at this time will take 2d6 points of damage from the collapsing ship.

D14. Alma’s Ruin
The wreck of a harem boat/ocean going whore house lies against a large rock; its keel and hull torn up by moving across the sharp fang-like rocks that lie between it and the ocean. The ship is haunted by zombie harlots and zombie bouncers.

UNHOLY HARLOT (ZOMBIE VARIANT) (4) CR 1
XP 600 each
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing
Immune undead traits
OFFENSE
Spd 30 ft.
Melee slam +3 (1d6+4)
STATISTICS
Str 15, Dex 12, Con —, Int —, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats ToughnessB
Special Qualities staggered
SPECIAL ABILITIES
Unholy Perfume (Ex) As a standard action, an unholy harlot can her attention on a single creature within 30 feet. It must make a +2 ranged touch attack to strike the target, who must then succeed on a DC 13 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the unholy harlot's reach, at which point an entranced creature remains motionless and allows the harlot to attack it. The save DC is Charisma-based.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects)
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.

ZOMBIE BOUNCER LORDS (2) CR 4
xp 1200 each
Male Half-Orc Fighter 1/Rogue 1
NE Medium Undead
Init +4; Senses Darkvision (60 feet); Perception +7
DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +2 natural)
hp 32 (1d10+3d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities Channel Resistance +4;
DR 5/slashing;
Immune Undead Traits
OFFENSE
Spd 30 ft.
Melee Dagger +6 (1d4+4/19-20/x2) or
Melee Quarterstaff +6 (1d6+6/20/x2) or
Melee Quarterstaff +4/+4 (1d6+4/1d6+2/20/x2) or
Melee Sap +6 (1d6+4/20/x2) or
Melee Slam (Zombie Lord) +6 (1d6+6/20/x2)
STATISTICS
Str 18, Dex 18, Con -, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +6; CMD 20
Feats Rogue Weapon Proficiencies, Skill Focus: Intimidate, Step Up, Toughness +4, Two-weapon Fighting
Skills Acrobatics +3, Climb +10, Escape Artist +3, Fly +3, Intimidate +6, Knowledge: Local +4, Perception +7, Ride +3, Stealth +10, Swim +3
Languages Common, Orc
SQ Orc Ferocity (1/day), Trapfinding +1
Combat Gear Studded Leather, Dagger, Quarterstaff, Sap;
SPECIAL ABILITIES
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Trapfinding +1 +1 to find or disable traps.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

SHALISA, UNDEAD MADAME CR 6
xp 2400
Female Human (Chelaxian) Expert 1/Sorcerer 4/Zombie Lord
NE Medium Undead
Init +8; Senses Darkvision (60 feet); Perception +9
DEFENSE
AC 17, touch 15, flat-footed 12 (+4 Dex, +2 natural, +1 dodge)
hp 74 (3d8+4d6+42)
Fort +6, Ref +5, Will +11
Defensive Abilities Channel Resistance +4
DR 5/lethal, 5/slashing
Immune Undead Traits
Resist cold 5
OFFENSE
Spd 30 ft.
Melee Slam (Zombie Lord) +5 (1d6+3/20/x2)
Sorcerer Spells Known (CL 4, +5 melee touch, +7 ranged touch):
2 (4/day) Spontaneous Immolation (DC 17)
1 (8/day) Chill Touch (DC 16), Mage Armor, Disguise Self, Ray of Enfeeblement (DC 16), Burning Disarm (DC 16)
0 (at will) Ray of Frost, Daze (DC 15), Light, Ghost Sound (DC 15), Touch of Fatigue (DC 15), Prestidigitation (DC 15)
Undead Bloodline
STATISTICS
Str 14, Dex 18, Con -, Int 12, Wis 14, Cha 21
Base Atk +3; CMB +5; CMD 20
Feats Combat Casting, Dilettante, Dodge, Eschew Materials, Expanded Arcana: Sorcerer, Improved Initiative, Toughness +7
Skills Acrobatics +6, Climb +6, Concentration: Sorcerer +9, Diplomacy +6, Knowledge: Arcana +8, Knowledge: Nobility +2, Perception +9, Perform: Act +8, Profession: Prostitute +9, Profession: Seaman +9, Spellcraft +9
Languages Chelaxian, Common, Polyglot
SQ Undead
SPECIAL ABILITIES
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dilettante You have a wide range of interests and knowledge which offers insights in many situations.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Grave Touch (2r) (8/day) (Sp) Melee touch attack leaves target shaken for 2 rounds or frightened for 1 round.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects)

Sovereign Court

I ran quite a twisted shipwreck in my PbP. Its a bit complex to explain but essentially there is an undead captain who doesn't know hes dead, or that the crew are either. Hes still desperate to secure the lighthouse and get his men off the island. His first mate however, haunts the ship as a black presence after committing suicide. It made for some very amusing RP between the PC's and the undead captain, as well as being something of a haunt atmosphere. Heres the link to the relevant page (from the tenth post or so) if anyone wants a read...

Link


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We played last night and I used Firest's suggestion with a bit of twist. I started it with the PCs spotting the skeletons of a man and woman holding hands slumped against the wall in the captain's cabin. Once one of the PCs stepped into the Cabin the ghost of the woman created an illusion that replayed a pirate assault on the ship. The PCs became part of the crew and heard someone yell out, "They're gaining on us!". The PCs looked to see a large pirate ship coming in fast. The Captain came out of his cabin buckling on his sword with his wife behind him. He rallies the troops saying that its a fight to survive. Thinking on this I would probably should have had the Captain mention that the pirate leader was the one who Ishirou has the treasure maps from.

The PCs realised that the ship was about to be overrun with pirates. Initially they thought it was an illusion being created by the captain and were weighing up on whether killing the captain would end it. I had the pirates come in waves with the PCs joining the crew in fighting them off. I started with 6 crew, the captain and his wife, and the PCs (3). So 13 for the good guys and went with 15 pirates. At the end of every round I had one player roll a d20 against me. At the time it was just a flat roll, but thinking about it after I would probably add the number of the pirates to my roll and the number of the crew to the PC roll. If I won I rolled d4+1 and added that many more pirates. If I had the full group with me I'd probably make it d4+3. If they won I didn't add any more and if they beat my roll by 5 I took 1 off and by 10+ I took 1d4 off (killed by crew). Once a round ended with no pirates the assault was defeated and illusion faded away as the ghost was now at peace.

I had the ghost (the woman who was the Captain's wife) walk past the players brushing her hand across their cheeks gently in thanks granting them a permanent +1 HP bump. The guys really enjoyed this one and I think it will be a memorable one for the first book so thanks for that Firest. I should add that no PCs died, but I had plan for TPK or any going down. If any died they would wake up (no hp loss) at the end of it with a major headache for the day (-2 to all d20 rolls). If I TPK'd them then they'd all wake up with the headache. The ghost would not reset the illusion for them until after the next full moon.

The other one I did was animated coral. I used animated object from the Beastiary for the stats. To set the encounter up my guys wanted to see if they could make a raft and sale across to the fungus islands. They didn't know about the fungus, but looking at their map of the island they believed it would possibly be a safer base camp. Their goal was to see if it was possible to sale across on a raft. From the beach they could make out the island, but decided to swim out to the three tiny islands there for a better look at the rips. At the first island they noticed a thick nest of coral in between the little islands that held some bodies of long lost sailors. One spotted something shiney and they decided to try to lasso the bodies to get them out. It was then that the coral came to life and came at them as it was the coral creatures lair.

Pretty easy encounter, but at least something different to undead. One of my guys rolled a 1 on his knowledge check so he believed it was a youngling from a Coral Dragon. Made for a mix of enemies as they'd taken on Shiv Dragons, Sasha's quest, pirates (ghost ship), coral and cannibals. My guys are a mix of level 1s and 2s now so I'll probably try to get them in amongst the main encounters of the book, but I'll use yours Catdragon if they keep exploring the wrecks. So cheers guys.


You're welcome!

Glad it worked out so well for you. :)


I've been working on a slightly different coral encounter. I was thinking of having one of the shipwrecks be lightly covered by a white or pink coral, make some sort of check to move past an area and if they get scratched by the coral, it immediately sucks up the blood, turning red and then growing incredibly fast, blocking parts of the ship, turning it into a sort of puzzle on how to get out. Something like that...still figuring.


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you know what would be fun (and drive the pc's crazy) is have an actual haunted ship. The ghostly pirates come along in their ship at dusk , disembark, create mayhem etc.
No matter what the PCs do, the next night the ghost ship and the same pirates are back.
Make up some trigger that ends the haunting.


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BQ wrote:

Also what sort of stuff (loot wise) have people put in the random ships?

I compiled all of the "Flora" and "Fauna" entries at the beginning and end of Serpent's Skull adventures, and printed these out. I then wrote a cover page and foreword (written by a kooky NPC Pathfinder explorer), and bound it all together into a little pocket-tome handout for the players. I intend to have them find this "Field Guide to the Flora and Fauna of the Mwangi Jungle" as an item in one of the shipwrecks, a minor magic book that resists water and the elements, and grants a +2 bonus on Knowledge (Nature) checks about Mwangi jungles.

The Concordance RPG Superstar 2008 Top 32

hazardousindex wrote:
I compiled all of the "Flora" and "Fauna" entries at the beginning and end of Serpent's Skull adventures, and printed these out. I then wrote a cover page and foreword (written by a kooky NPC Pathfinder explorer), and bound it all together into a little pocket-tome handout for the players. I intend to have them find this "Field Guide to the Flora and Fauna of the Mwangi Jungle" as an item in one of the shipwrecks, a minor magic book that resists water and the elements, and grants a +2 bonus on Knowledge (Nature) checks about Mwangi jungles.

Nice. I like this idea a lot. Any chance the pdf is available somewhere?

Bobby


catdragon wrote:
hazardousindex wrote:
I compiled all of the "Flora" and "Fauna" entries at the beginning and end of Serpent's Skull adventures, and printed these out. I then wrote a cover page and foreword (written by a kooky NPC Pathfinder explorer), and bound it all together into a little pocket-tome handout for the players. I intend to have them find this "Field Guide to the Flora and Fauna of the Mwangi Jungle" as an item in one of the shipwrecks, a minor magic book that resists water and the elements, and grants a +2 bonus on Knowledge (Nature) checks about Mwangi jungles.

Nice. I like this idea a lot. Any chance the pdf is available somewhere?

Bobby

I actually didn't create a pdf file of my own. I just printed the flora and fauna pages from each adventure, then I typed a cover and foreword in Word, and added a parchment-like background. Hole-punched and bound the pages together with twine, then scrunched it around a bit for that "used" look. It turned out pretty good.


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Demiurge 1138 wrote:
I actually made an alternate shipwreck table. Still mostly aquatic animals and undead, but a bit more variety...

On that note, with the benefit of two bestiaries and a pdf of the Tome of Horrors Complete [ominous thunderclap], I'd also recommend the following to be used on Smuggler's Shiv:

•Giant centipedes (Bestiary 1, variants pre-statted on the d20PFSRD site)
•Compsognathus (under "Dinosaur", Bestiary 2)
•Draugr (Bestiary 2, can be used with an Ulfen-themed shipwreck)
•Sargavan Boar (fluff ISWG p. 255, boar with "young" template, also on d20PFSRD)
•Skeleton Champion (basic warrior 1 version, Bestiary 2)
•Brine zombie (CR 1, Tome of Horrors Complete)
•Slow viper (CR 3, Tome of Horrors Complete)


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And now, some starting shipwrecks:

Notes on My Game:
My game involved starting with maximum-for-class gold, with the caveat that most of the items would not actually survive (the shipwreck of the Jenivere). Characters kept clothing/armor, backpack, waterskins, and any class/trait 'essential' gear (heirloom items, a Pathfinder's wayfinder, a gunslinger's starting weapon, etc.). Then I rolled on a d% for every other item the PC's and the NPC castaways had:
0-45: Item lost and gone forever.
46-85: Item recoverable from the Jenivere, in a secondary gear pile by Alton Devers' body.
86-100: Item starts the game on the beach gear pile.
Needless to say, my group started with little and has virtually no ranged weapons, making the shipwrecks and the Craft skill (using wood, bird/pterosaur feathers, sinew from goats, etc.) all that more important.

D1. Tattooed Lady
The wreck in question is a single-decked, dual-masted sailing ship*, beached in an isolated tidal pool. From a distance, it's clear that it's not sailing again: the ship is broken in half, and tilted on its side, the keel was punctured nearly stem to stern by coral, as if a giant-sized knife had put a gash through the bottom. The wood's old, but it's hard to tell how old. A grime-encrusted nameplate reads "The Tattooed Lady". There are several sun-bleached skeletons in the tidal pool, jumbles of bones picked apart by scavengers or sea creatures.

*A DC 10 Knowledge(engineering) or Profession(sailor) check recognizes the design as an Arcadian schooner; A DC 15 Knowledge(geography or local) or Profession(sailor) check is enough to know that such swift, narrow ships are favored by smugglers.

Terrain: The tidal pool that runs in front of and between the halves of the ship rarely gets more than a few feet deep (difficult terrain).
Creatures: The wreck, is of course, guarded by 5 skeletons that reassemble themselves to attack as soon as living creatures get within 30 feet. The skeletons are unarmored (AC 14) and unarmed, attacking with their claws.
Treasure: The ship has been thoroughly picked up, either by previous survivors or by the elements. Any significant search of the ship finds a small battered strongchest amongst the wreckage. A DC 20 Perception check finds a small iron key hidden under the rotting mattress in the captain's cabin, which opens the chest (A DC 20 Disable Device can also pick the lock; bashing the chest open breaks the holy water but the other loot stays intact).
Inside are:
•A brass scroll case (1gp) with an arcane scroll with the bardic spells feather step (CL 1st, 10 min) and restful sleep (50 gp). Gelik can use it if the party can't; failing that, one can substitute two 1st level utility spells that are on the party spellcaster's class list.
•A dagger with sheath. (2 gp)
•A blown glass flask of holy water, with the symbol of Sarenrae on it (15 gp)
•2 platinum pieces (sphinxes), of Absalom minting

D3. The Golden Bow
The Golden Bow is an Ulfen longship, some seventy feet long and twenty feet wide. It lies upright, leaning to starboard, and devoid of sail, oar, or rudder, on a gravel beach some one hundred yards from an eighty-foot tall bluff (the ridge indicated on the island map). All of the ship's wood feels damp and greasy to the touch. A sturdy improvised gangplank connects the ground with the front starboard portion of the deck. Climbing down the cliffs or otherwise approaching the ship causes a cold fog to roll in that reduces visibility down to 30 feet; creatures 35-40 ft. away have concealment, and creatures further away have total concealment.
Terrain: Because of the ship's tilt, a creature standing uphill (toward port) from another creature gains a +1 bonus on melee attacks, as per normal; the angle does not otherwise impede travel.
Creatures: The wreck of the Golden Bow is haunted by the ship's one-time captain, an Ulfen raider and viking, Storhoi the Bold (a draugr) and his "crew" of four zombies (AC 14 as they wear broken leather armor and broken heavy wooden shields; they wield broken battleaxes instead of using their slams). When the party steps on the boat, Storhoi announces himself (and the name of his boat), his outline and glowing blue eyes vaguely visible despite the fog, and "commands" his zombie crew to attack the intruders. He spends 1-2 rounds lambasting the crew before actually joining the fight. Once all the undead are destroyed, the fog slowly clears on its own.
Treasure:
•Storhoi's greataxe is plain, but serviceable (20 gp), a single-edged daneaxe instead of the generic double-headed labrys style.
A brief search of the ship turns up the following intact items:
•a lapis-inlaid temple sword (30 gp w/ 25 gp. of decoration); the weapon type can be substituted for another martial or exotic weapon with which someone in the party is proficient.
•2x ceremonial heavy steel shields (20 gp each). They lack grips, but could be finished into shields with a proper Craft check; they could also be used as unusual skillets or woks for cooking.
•A plain walrus ivory drinking horn (80 gp)
•A set of masterwork leatherworking tools (55 gp)*.

*There's enough components to cannibalize the zombies' broken leather armor into one intact Medium suit of leather armor or two Small suits of leather armor with a DC 12 Craft check. The tools also allow the party to harvest and tan leathers and hides harvested on the island, for making clothing, leather armor, hide armor, and (gasp!) hide shirts (which require 1d3 shiv dragons per Medium hide shirt) for those parties short on defense; a GM could allow the harvesting of materials with a Craft or Survival check to waive the gp cost of materials, though it's unlikely that there's enough skill and pristine materials to make masterwork armor "free".

Silver Crusade

@ BQ,

I love your idea of a Haunt-like encounter that pulls the players into the past. However, how did you pull that off mechanically?

You see, I have players that are very rules-focused (RAW). I'd prefer to build this encounter using as many "rules" as I can to cut down on the general "but you can't do that!" commentary. Though I know I could always ule "GM Fiat", it generally doesn't go over well and is a last resort only. Granted I don't need to create a detailed structure of rules for the encounter, but I'd like enough to have a decent arguement for why the ghost can do what she does.

For example, could I say that the spectre/haunt cast a Widen Spell-enhanced Sleep (to catch all the PCs), then Nightmare (with small tweak saying that the nightmare is the pirate fight)? But, what if one of them makes either the Sleep will save or the nightmare will-save? Is there something rule-wise, that I can do to ensure that the PCs can't hope to make the will save (barring a nat 20)?

Alternatively, could I use Mirage Arcana (creates realistic illusionary terrain) and Major Image (create realistic illusionary creatures) to simulate the experience? The problem there is that these illusions overlay the terrain, whereas the way you describe the encounter it's more like it's happening in the PCs heads.

Any suggestions that you or others might have would be appreciated.


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Don't have my notes on that anymore, but I'm pretty sure I ran it like a Haunt (probably CR 3 or 4) with the destruction being to defeat the raid and protect the couple. The trigger would be entering the Captain's cabin or touching the skeleton (like removing a ring or something). Off the top of my head, I'd probably have the Hit points 10-20. Perception DC20 (to hear faint whispers and crying). And the effect would function like a programmed image.

Its a story encounter really and works best with minimal rules and I think the way you start it determines how the players approach it. I think the build up is the key and you've got to set it up with a very visual description. Start with describing the cabin and decking starting to change in appearance before their eyes . Its as though the rotting wood and rusted metals transforms to look like a brand new ship (at the end of the haunt ensure you describe a return to the shipwreck).

Have them see the wide open seas instead of the Shiv and off in the distance they see a large ship rapidly gaining ground (or should that be water?). Describe that ship as an ominous pirate ship and have a PC overhear one of the crew mutter something like, "We're done for...its Blackbeard and the Dreaded Hag..."

Then describe the classical gallant captain rallying his crew before telling a beautiful noble lady to have no fear and lock herself in his cabin. Have him talk to the PCs as though they are part of his crew and that he needs them to be in amongst the crew who draw courage from their presence. The captain moves about the crew speaking words of couragement.

Also don't use mini's for this bit. I've found that when you don't have the mini's out players tend to be less rules intense and approach the situation with a more story based mindset. If they ask for minis tell them its not needed.

Another trick is to tell them that their melee and ranged attack now use their INT or WIS instead of STR or DEX. Gets them busy calculating that they're not whinging about why they don't get a save.

Of course there are players out there that just won't let things go and will sulk if they don't get their miniatures, saves for everything, etc... For that you could have them make a Will save and if they're successful they can get a bonus to attack or take half damage (I'll leave up to you).

Silver Crusade

Awesome suggestions - thanks again!

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