HM's Skull & Shackles AP-OOC - Page 14




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  1. #131
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    Now that the Skulls & Shackles Player's Guide is out, would it be appropriate to choose out campaign traits?
    -Kaodi

    Good name in man and woman, dear my lord,
    Is the immediate jewel of their souls.
    Who steals my purse steals trash; 'tis something, nothing;
    'Twas mine, 'tis his, and has been slave to thousands;
    But he that filches from me my good name
    Robs me of that which not enriches him
    And makes me poor indeed.

    -Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.

 

  • #132
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    Welcome back HM, I just got the mention. Or at least, just noticed it. As always, it depends on the rest of the group as to what i will play.
    Last edited by rangerjohn; Wednesday, 16th May, 2012 at 05:37 AM.
    rangerjohn

  • #133
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    Am I too late for this. if not I'd like to stick with Kalir.

  • #134
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Quote Originally Posted by Kaodi View Post
    Now that the Skulls & Shackles Player's Guide is out, would it be appropriate to choose out campaign traits?
    Yes the way I read it those traits lead to your.... abduction. So please add one of them to your character sheet.

    Quote Originally Posted by rangerjohn View Post
    Welcome back HM, I just got the mention. Or at least, just noticed it. As always, it depends on the rest of the group as to what i will play.
    With ghostcats bard below we look to be short some channel energy ability. I think I could add a friendly NPC cleric though if you wanted to play a martial type to give Fenris's character some back up.

    Quote Originally Posted by ghostcat View Post
    Am I too late for this. if not I'd like to stick with Kalir.
    Never to late to be hogtied and thrown aboard. I will update the crew please update your character with a campaign trait and any other changes you wish.

    HM
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  • #135
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    Magsman (Lvl 14)

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    Crew Update:

    Nightstorm (human ninja)
    Reiko the White Lotus (human flowing monk)
    Lightning Thunderval (undine storm druid)

    Jaakali Pier (human corsair)
    Kalir Longstrider (halfling archaeologist)

    possibles...

    Kolto Tengere (??? ???)
    Tara "Whiplash" Everett (human ???)
    ??? (??? ???) - rangerjohn's character

    Well that will give us a full crew of officers once you get your own ship. Till then wanted everyone to read something from the module (I got the PDF couldn't wait for the hard copy).

    Quote Originally Posted by Foreword
    Welcome to the Skull & Shackles Adventure Path, where piracy is the rule, and plunder and infamy fill the seas of Golarion! In this month’s adventure, “The Wormwood Mutiny,” the PCs find themselves unwilling members of a pirate crew. The adventure assumes that the PCs all were in Port Peril, the capital of the Shackles, and that they fell afoul of a pirate press gang. They wake up the next morning in the hold of the pirate ship Wormwood, where the adventure begins. The campaign traits presented in the Skull & Shackles Player’s Guide (available for free at paizo.com) provide hooks for each PC that describe the circumstances of their capture.

    It’s important to manage your players’ expectations for this Adventure Path right from the start. Most importantly, they should all want to play pirates of one stripe or another. The PCs came to Port Peril to become pirates, to earn fortunes, to be adored by men and women, and live lives of fame—or perhaps infamy—at sea. They could be scurvy knaves who would slit a throat without a second’s thought, or they might be dandy swashbucklers with hearts of gold in search of fame and glory on the high seas. Whatever course they choose, piracy should be in their blood. This doesn’t mean the players can’t play good characters, but they should be scoundrels, more interested in plunder and high-seas adventure than heroics and saving the world.

    Likewise, you should make sure that your players are ready and willing for the unique challenges this adventure presents. The first part of “The Wormwood Mutiny” takes place aboard the Wormwood, a pirate ship filled to the gunwales with dangerous cutthroats, and the PCs wake up in the ship’s hold as little more than prisoners, with next to no equipment. Played right, this can be a fun way to start an adventuring career, but your players need to be onboard with the assumptions of the adventure.
    Do not edit your equipment list yet. Please purchase as normal and your GM will hand the rest.

    HM
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  • #136
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    Looks like Reiko is still here, so that's less work for me to do to re-create her.
    Leaving EN World for the land of novel writing. I'll be back someday.

  • #137
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    Magsman (Lvl 14)

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    She is also in the RG please use that post for add-ons (like the campaign trait) and any other changes.

    HM
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  • #138
    Na Bith Mo Riocht Tá! COPPER SUBSCRIBER
    Lama (Lvl 13)

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    I've settled on a Tiefling Magus (Kensai Blackade) named Kolto Tengere.

    I'll post him up in the RG soonish (hopefully tonight).
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
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  • #139
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    That means I definately will not be going with the original character. Right now I'm looking at cleric, possibly of Gozzreh or Basmorah.
    rangerjohn

  • #140
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    Hm. I'm not on the possible list anymore?

    I can update my character to not-gestalt, but I'd like to know if I can play before I take the time to do so.

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