Bonewrack Concerns


Skull & Shackles


Hey guys and gals as the title suggests I have some concerns about Bonewrack Island in the first book of the AP. I have a group that is still relatively new to role-playing and I am worried that the island just might be to tough for them. Does anybody have suggestions on taming the island down a bit but without making the island a cake walk?


hippster59 wrote:
Hey guys and gals as the title suggests I have some concerns about Bonewrack Island in the first book of the AP. I have a group that is still relatively new to role-playing and I am worried that the island just might be to tough for them. Does anybody have suggestions on taming the island down a bit but without making the island a cake walk?

One of the best suggestions (and one that I used personally) is to change it so that Aaron Ivy is alive when the party encounters him at the fort. Give him a castaway vibe, but as a helpful NPC he will have knowledge about the island that should make it more survivable. It also gives the party a place to retreat to and rest, which is a plus. The other thing that should help (which the fort drives home if used as suggested above) is stressing that the party can run away from encounters without too much penalty. Bonewrack Island is a meat-grinder but only if the PCs approach it that way, besides, it drives the tension up a few notches that the PCs have a semi-deadline before Plugg & Scourge say, "Screw it!" and sail off without them.


Cavian's suggestion is a good one, but if you don't want Arron alive you can just let the Chelish collar work as intended, and make it so that he can't escape. This basically means that he gets one attack on the PCs (and stench) before they withdraw, at which point he parleys with them. This leaves in some challenge without being quite as brutal as it's written to be.


as a GM I made sure they had splash weapons, and had Kroop give them some vermin repellant he'd saved for a long time. The repellant kept the swarms off them for the first day, after that they had leveled up and weren't in as much danger from them anymore.


Cool. Thanks for the suggestions guys. I like the idea of leaving Ivey alive. I was thinking about eliminating the swarms all together but the repellant isn't a bad idea. It gives the PC's a chance to figure things out without completely eliminating the danger. I was also thinking about extending the time they have on the island. The module gives a 48 hour deadline before Plugg sails away but I was thinking about giving them at least 72 hours. Thoughts?


Pathfinder Adventure Path Subscriber

I removed the swarms too, or had them around as an environment effect for a round or two.

I would either give them that extra day or help guide them to a good plan to mutiny before they go to the Isle.


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If they take longer than the expected time, just come up with some excuse as to why the MP is still there, e.g. the repairs are taking longer than expected (and your friends are secretly sabotaging them).

Dark Archive

I went ahead and statted Aaron up as a Rogue 2/Ranger 1, thereby keeping the CR:2 rating he had as a ghast if anyone wants to use him.

Aaron Ivy:

Aaron Ivy CR 2
XP 600
Male Human (Chelaxian) Ranger 1/Rogue 2
N Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 27 (1d10+2d8+8)
Fort +3, Ref +7, Will -1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +4 (1d8+3/×3)
Special Attacks favored enemy (undead +2), sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats Alertness, Improved Initiative, Toughness
Skills Acrobatics +7, Bluff +6, Climb +8, Craft (carpentry) +5, Craft (traps) +7, Disable Device +9, Perception +7 (only -1/20' while using a spyglass, instead of -1/10'), Profession (sailor) +4, Sense Motive +1, Sleight of Hand +7, Stealth +8, Survival +3, Swim +13; Racial Modifiers rogue talents (quick trapsmith)
Languages Common, Polyglot
SQ track +1, trapfinding +1, wild empathy +2
Other Gear leather armor, spear, ring of swimming, spyglass, silver locket (worth 45 gp, 0.1 lb)
--------------------
Special Abilities
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Quick Trapsmith (max CR 1) (Ex) Setting a pre-constructed trap is a full-round action.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

My thought is that he will join the party as an NPC to help out against the Grindylow's and join in the eventual mutiny.


Marik Whiterose wrote:

I went ahead and statted Aaron up as a Rogue 2/Ranger 1, thereby keeping the CR:2 rating he had as a ghast.

** spoiler omitted **...

Thanks Marik!

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