Book 2 - Act 2: Piracy on the Fever Sea

The shipping lanes of Golarion's seas and oceans are filled with fat merchant vessels laden with trade goods both mundane and exotic, as well as the pirates and freebooters who prey on them. Under the banner of their Hurricane King, these buccaneers sally forth from that archipelago of lawless pirate ports and anchorages known as the Shackles, plundering the shipping of countless countries and trade consortiums, then vanishing back into the maze of islands and reefs they call home. The nations of the Inner Sea would like nothing more than to end the pirate menace once and for all, but the eternal hurricane known as the Eye of Abendego has thus far shielded the Free Captains of the Shackles from the threat of retaliation.


In the Skull & Shackles Adventure Path, the PCs take on the role of pirates, but they must make a name for themselves in piracy, plunder, and disrepute to truly become infamous Free Captains of the Shackles.

A Paizo Adventure Path

Run by the Pirate King Vardaen
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Hayabusa
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Hayabusa » Mon Mar 14, 2016 9:34 pm

"Ye lads, t'night'll be a trial against a ship o' ghosts and dead men. Let not their fear strike yer hearts for we'll prevail as greatly as we did during any battle 'fore us. Those who fall'll be remembered with great revereance and anyone who doesn't run'll be able to call herself a slayer o' the haunted," Aya shouts as she sees the red lantern. She's standing on the sterncastle with her rapier drawn already and her pistol loaded. The petite captain tries to rouse as much passion for the fight ahead as she can. "Whalebone Pilk and his Deathknell have had their time on the sea and it'll be us who're goin' to make them sink beneath the waves for a last time! No dead or undead'll be standin' on the deck o' Besmara's Banshee when the sun rises! None of us'll join them at the bottom of the sea! After tonight even the ghosts'll fear the crew of the Banshee and be the one t' haunt their nightmares!"
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"All we have to decide is what to do with the time that is given us."

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AdamDaBomb11
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by AdamDaBomb11 » Tue Mar 15, 2016 12:48 am

Gragol raises his urgrosh high in the air and begins hollering, trying to get everyone rattled up. "Undead 'ave already been defeat'd before. We'll put 'em there for good this time!"
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Grimbold » Tue Mar 15, 2016 11:28 am

Rod joins in. "Now's the time to show yer men and women of the Banshee, not some weakling landlubber cowards. Fight!"
Aid another Diplomacy if that helps.

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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Trogdor » Tue Mar 15, 2016 1:43 pm

Maggie joins in with the rallying, trying to calm the crew's worries and get them ready to fight. "Besmara's not gonna let ye fall to a bunch o' dead whalers," she calls out. "She's the Pirate Queen and we're her pirates. Let's show her what that means!"

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Vardaen
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Vardaen » Thu Mar 17, 2016 5:47 pm

Toruk silent readies himself as the fog appears. He casts a protective spell on himself for armor and moves to stand with others looking out over the rail. "Are we going to try and outrun them or do we turn and sail at them?"
Mage Armor for Toruk
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Grimbold » Thu Mar 17, 2016 7:42 pm

"I do not know what would be best." He looks out at the other ship trying to gauge its speed. "Is there a chance at outrunning it?"

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Hayabusa
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by Hayabusa » Thu Mar 17, 2016 7:48 pm

"Outrunning the ship of a ghost seems a bit futile. Besides, everyone's ready for this now, better put the boiling blood to use," Aya replies with a grin. She puts a hand on the wheel and pulls to bring the ship around. "Aye, get ready t' haunt 'em! We'll face 'em head on and not run like a cowardly bunch o' Chelish!"
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Sunset Day 72: For Whom the Bell Tolls Night 3

Post by AdamDaBomb11 » Fri Mar 18, 2016 12:54 am

"We ought to keep in front of 'em. Let 'em come to us. Gives us time to prepare." Gragol says as he works the rigging and watches the other ship approach.
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The Deathknell: Round 1

Post by Vardaen » Fri Mar 18, 2016 3:56 pm

Maggie is at the wheel, and hears the captain's order, "We could try and out run her, but I like your plan better but Gragol has a point, let's not give her our broad side. Make her come to us!" So the sails are dropped, the men are armed, and everyone is ready for the fight of their lives against an undead crew.

The Deathnell has a large whaling ballista mounted on its bow and it fires once on you as it closes. The massive harpoon punches into your hull damaging the stern of your ship.

Through it all the bell on that other ship keeps ringing louder and louder and louder until the Deathknell comes up your port side. As it comes up alongside you the grappling lines from both ships are thrown across the gap and the Deathknell and the Banshee are pulled together! You watch in horror, but not too much surprise, as the enemy sailors turn out to be rotting corpses, zombies of the deep briny sea! Captain Pilk puts himself safely behind the line of them ringing that damn bell.

The ships crash together and cries and shouts go up from both sides as your crew engages the zombies up and down the deck. Rod leads the charge...
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Ballista: 21 Hit for 23 Hull Dmg
Round 1 Rod 21, Captain Pilk 18, Tourk 17, Gragol 14, Aya 11, Zombies 9, Maggie 7
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"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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The Deathknell: Round 1

Post by Grimbold » Mon Mar 21, 2016 7:54 pm

Rod suddenly has an idea. He is not sure if it is brilliant or foolish, but he is a swashbuckler and that ends his inner conflict. He clicks his boots together and, one hand holding his cutlass and the other holding his tricorn on his head, he moves, tumbles, rolls and jumps towards the enemy captain, dodging left and right to evade slashes and stabs. He skids to a halt next to the captain, raises his cutlass and ... slashes at the ropes holding the bell!
1) Free: Activate Daredevil boots.
As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
2) swift: activate swift runner's shirt. Gain an additional move action.
3) Move 1 (acrobatics to avoid hits): 4x e, ne, n.
4) Move 2 (acrobatics to avoid hits): ne,n.
5) Standard: Attacks ropes holding the bell.

Ready: Opportune Parry (but only using panache for ripostes vs the captain): up to 5 parries possible.

If the bell has no ropes holding it up, attack the bell itself.

Locked