My strange GM experience in skulls and shackles


Skull & Shackles


A long time ago, I already asked questions on this forum about some aspects that I would like to clarify in one way or another. It was a long time ago, about a year or two ago. And during this time, my players have not advanced much, being somewhere in the middle of the third book. A lot of things influenced this, especially some real world events, but not the essence of my post. This post is rather my retelling of very ... sometimes strange events committed by my players and me, their possible criticism or help with something.

To begin with, the ending of the first book was not at all what it should have been. I kind of wrote about it. After the crash, the group went to explore the island, however, after a series of clashes, their HP was minimal, and poisons and diseases ate their characteristics. There were no true healers among them (Brawler, Skald, Investigator). Because of this, they could not go through the required dungeon and retreated to the ship, on which most of them were killed. From all this, I emphasized that you need to throw poisons for stat damage very rarely.

The second book happened much more stable and as it should. As I said a long time ago, instead of the Adventure Path book, I used Plunder and Peril. And the adventures themselves on the ship Princess Magpie took place along the right path, except for some events, and for this I will have to enter some information about the characters of the players.
Xin is an Investigator Tengu raised by a wealthy family in Port Perill. He served as a nanny for their even son, but then became a full-fledged member of the family. He sat mostly in the estate, but secretly getting out of the house was captured and taken to Herrigan's ship. The only character who survived the first book and saw Herrigan.
Reken is a drunken barbarian catfolk who has arrived at White Lily for a drinking feast. In addition, he is the father of Reken, a brawler who died earlier. Many events will then revolve around him.
Hugo is a human paladin with an oath against chaos. Arrived in Shackles for a post regarding law-abiding free captains and guilds to conclude trade with them. The paladin looks strange here, but the player has indicated that his oath allows him to work with the chaotics to re-educate them. But I'll tell you beforehand, then he changed his path to a gray paladin.
Ragnar is a human Viking fighter just traveling around Golarion. The player is our good friend, but he rarely visits our town, which is why his story is not well thought out (but his acting is very good acting)
Dreamer is a merfolk cavalier who brought Xin to the White Lily. He arrived in shackles to seek allies to counter the "sea devils" that might attack his underwater village. He was also positioned as a periodical character, but has recently become a permanent one.

I didn't act out sailing as anything other than what is indicated in the adventure. I used the book Shackles book and after some event the team needed to replenish the team and supplies. And from the nearby island was... the Elven conclave, which is a very closed elven island that worships Calistria and dislikes other races, especially half-elves. I changed the rules there, adding large docks so that non-elves could get out of the ship at least somehow. Investigator used the Disguise self extract to pass as a half-elf (none of the players were aware of the customs of the island) and arranged through high diplomacy to covertly monitor the customs of the temple. The elves took Xin in disguise, leaving Barbarian and Paladin locked up. They began to water and feed the "half-elf" and wanted to start lust actions for further sacrifice to the swarm of wasps. Dissatisfied with the current actions, he began to resist and scream loudly, which attracted the attention of his friends, who saved him, though Reken killed a couple of Calistrian priests in one.

But being chased by evil clerics of the Goddess of Vengeance is not uncommon in both Golarion and Shackles. But further events that were thrown from my idea, as well as my game and some players in the Computer version of WoTR, brought some changes and a degree of epicness, the need for which I doubt. At some point, a vision of Eon appeared to Hugo, who said that he must restore order to these lands, at the same time condemning with a glance, Reken, who ridiculed order, which made him fall into a stupor from the realization of his sins. But then the paladin could not resist and succumbed to chaos, which is why he became a gray paladin. After that, Reken began to believe in certain entities that rule or instruct mortal. And since he was associated with alcohol, he decided to turn to Cayden Caylin, an accidental god. In alcoholic rituals, he spoke of courage, but he himself did not go for it, from which I decided to do that Azat turned to the unfortunate soul of the catfolk, who helped him find swept away, sending him to study monastic arts. After everything, I realized that it was strange that an ordinary mortal could attract the attention of such creatures, and even a chaotic Azata would help in becoming lawfull. At that time, the main thing for me was that everyone liked it.

Due to a series of interesting and unusual events, the ship's officers were thrown off the ship, and Captain Hugo (a gray paladin) was killed during a riot. From this, on the way back, I threw up unusual encounterers to return their fortune and reputation. Among them was a Ctulhu-like monster in a mini-dimension with the remains of Aroden's temple. Looking into the local bestiary, I thought, why couldn't there be magical ancient hunters in the Shackles. In addition, other strange events took place, the relevance and veracity of the history of which I doubt, which I can tell you if you ask. But the event of today's game took my brains and players out (not in a negative way)

Already living only on his determination, Reken, having returned to the ship and becoming a surgeon, went to the magic shop - the ship. He did not have enough money for a tiara for wisdom, from which he asked the Dreamer where he could get money now. And the last joked "Sell your soul to the devil." Reken didn't take it as a joke, said it was a good idea, and then disappeared. Covertly, a relatively strong devil watched his family and him, and seeing an opportunity took him away to draw up a contract. The essence of the contract as per the rules: one soul for 3 wishes. And one of the Catfolk's desires was to change his father's character so that Reken would stop drinking and become lawf on his own. It may not work that way, but it has led to a change in his character and the attitude of his playmates, including players. They were more loyal and kind, The cat itself became really law-abiding without anyone's control and began to try to follow the path of Irori. Only here is what can be added diabolical, I have not yet come up with. I note that myself and the players were surprised and not at all against this and everything that I would consider strange. What do you think about what happened in my game? Can I write more context or stories waht happend to players? Is it critical to use such "strong" creatures in a campaign?


Pathfinder Battles Case Subscriber

I'm worried about your players falling in league with devils. This adventure path is the opposite of most: for PC alignment it is flexible along the good/evil spectrum and fairly inflexible along the lawful/chaotic spectrum.

Will these characters care when Tessa says Cheliax is planning to invade? Will they care when Cheliax does invade?

If not, you may need some drastic changes. Perhaps instead of the players taking on Tessa's quest to find a spy the players do more pirate work. Use those items and maps on the inside cover of each issue to give your players some treasure hunting quests to level up. That seems like it will motivate Reken.

You should be able to do the Regatta, Isle of Empty Eyes, and the book where they fight Harrigan as normal. Then, in the last book, Cheliax approaches your players. Cheliax has concluded that your players can replace Harrigan in their plans (Cheliax considers your players an upgrade), and Cheliax offers your players positions of power in the new Shackles if the players betray the shackles. If your players agree, the last book then consists of your players attacking Fort Hazard, while the Chelish fleet ties up Bonefist's fleet. In this alternate version, I would have Bonefist take the threat from Cheliax more seriously from a narrative standpoint - in this case he actually assembles the pirate fleet to defend the Shackles.


drsparnum wrote:

I'm worried about your players falling in league with devils. This adventure path is the opposite of most: for PC alignment it is flexible along the good/evil spectrum and fairly inflexible along the lawful/chaotic spectrum.

Will these characters care when Tessa says Cheliax is planning to invade? Will they care when Cheliax does invade?

If not, you may need some drastic changes. Perhaps instead of the players taking on Tessa's quest to find a spy the players do more pirate work. Use those items and maps on the inside cover of each issue to give your players some treasure hunting quests to level up. That seems like it will motivate Reken.

You should be able to do the Regatta, Isle of Empty Eyes, and the book where they fight Harrigan as normal. Then, in the last book, Cheliax approaches your players. Cheliax has concluded that your players can replace Harrigan in their plans (Cheliax considers your players an upgrade), and Cheliax offers your players positions of power in the new Shackles if the players betray the shackles. If your players agree, the last book then consists of your players attacking Fort Hazard, while the Chelish fleet ties up Bonefist's fleet. In this alternate version, I would have Bonefist take the threat from Cheliax more seriously from a narrative standpoint - in this case he actually assembles the pirate fleet to defend the Shackles.

At the moment, the players are on Tessa's mission and are very worried about a possible invasion. In a recent game, they returned the right item to the temple of Calistria.

My players will not want to ally with Cheliax, they are mostly chaotic or true neutral, and also love freedom. This is only possible with a player who has made a deal with the devil.

As far as I understand, this will not change the main events. Although "personal character quests" brings some changes, they are not significant. I was just wondering if it makes sense for Cheliax or hell to have another "pirate agent". The character was Lawful Neutral, but became Lawful Evil after the deal, remembering only what he changed in his history, not changed recent events.


I also note that the characters do not rely on entities, like Azata and the like. It was rather events on my part that were well-pleased. No one asked for this, precisely in terms of unrequited help, it is rather my regret that I did it.

Although, for example, the current Captain of the ship - Cleric of Besmara, wants to make a pilgrimage to the throne of Besmara after Tessa's mission, just to respect the goddess, but also maybe to receive a pearl and a blessing (the properties of which are not described and I will need to figure out what they will be)

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