The combat rules were previously sketchy, and would have been onerous to employ. The ship-to-ship combat section is longest, most detailed and, IMHO, necessary. With 30+ years of sailing experience under my belt, I find this guide to be spot on! I think five pages of character-related content is thorough enough, without telling the players “This is the character you need to play in this campaign.” I love the scar and “peg leg” rules, and love that one of the character types is an amputee that has no debilitations from his lost limb, and a + on fortitude and a hatred and fear of sharks! New rules for ship-to-ship combat also give players the resources they'll need to sail pirate vessels, board enemy ships, and claim plunder as true scallywags.Īdventurers don't need to take to the seas unprepared! Gather your allies, practice your best pirate voice, and let the Skull & Shackles Player's Guide set your course for the swashbuckling adventure of the Skull & Shackles Adventure Path. Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path’s expedition onto the high seas, along with new campaign-specific traits to give bold adventurers the edge they’ll need to take on the varied and unpredictable dangers of the pirate isles known as the Shackles. This sweatbox, used to punish sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature).The Skull & Shackles Player’s Guide gives players all the spoiler-free information, inspiration, and new rules they’ll need to create characters prepared for the swashbuckling adventure and piratical perils of the Skull & Shackles Adventure Path. A large wooden box bound in iron sits just beneath the bridge. At the fore of the ship, two doors lead into the officers’ quarters, while two doors aft lead to the captain’s quarters. These hatches are thick wooden grilles and open onto the middle hold 15 feet below. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. The ship’s clock, a macabre brass-and-copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Rigging connects the mainmast to the ship’s other masts and several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. The ship’s main deck runs between the foredeck and poop deck. Occasionally I will provide DCs for skill checks with information that a character could know such as: Note: This does not mean an item and a small bag of gold, it is one or the other, just wanted to make that clear so I don't get that question. This also does include maybe a small bag of gold, 10 GP, or in a special case, a certain someone's mask which we can figure out later on why they let him keep it. Now that said, you are allowed to keep one item that could have been overlooked in their search of your belongings, within reason. There will be opportunities throughout your stay on the Wormwood to get your stuff back. Being pressed ganged and all, your stuff (and leftover gold) will have been taken from you and put into locked chests in a part of the ship. Har! Har! Har!Īhem, here be the OOC for the Skulls and Shackles game, please do provide the link to your character and select yer speech color. Yaarrr! Welcome ye scurvy ridden bilge rats ta the Wormwood where ye shall be put ta work or be spendin da rest of yer life wit' Pharasma! Enjoy yer stay.
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