Day 2 Question (spoilers...)


Skull & Shackles


Yes, I'm an incredibly slow gm and we've only had one session so far. Just wanted to be sure for the wake-up call on day 2, how much time do they have to get on deck? The baddies stay 8 rounds, then leave, so if it takes the pc's 9 or more, they're late for muster?


It's not terribly clear in the AP. From the description in the Day 2 section I assumed that any delay earned lashes for laziness for PCs and NPCs alike and played it that way, particularly as our fight only lasted 4 or 5 rounds.

Spoiler:
One of our PCs used magic to knock down a couple of Plugg's cronies, which sent Slippery Syl running on deck screaming "Sorcery!! Sorcery and murder!!" but that's another story. ;D


Devastation Bob wrote:
Yes, I'm an incredibly slow gm and we've only had one session so far. Just wanted to be sure for the wake-up call on day 2, how much time do they have to get on deck? The baddies stay 8 rounds, then leave, so if it takes the pc's 9 or more, they're late for muster?

I gave my PCs 1 minute (or 10 rounds) to get on deck. That's really not very long. Of course, it only took them 5 rounds (30 seconds) because they have a monk who just danced around knee-capping people (he's a ratkin, which is a small race).


My Pc's needed mo prompting at all, they knew they would be for it if they didnt get on deck quick so rather than a long drawn out fight they used everything in their power (spells, acrobatics and perform) to get past them and on deck. I think the fight only lasted 2 rounds.


My group took them out in about three rounds. Witch's slumber hex, a magus's well placed color spray and a monk with combat reflexes made short work. If it had gone that long, i'd have given them 8 rounds.

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