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Skull and Shackles

Yo ho ho and a bottle of rum. Skull and Shackles is a high seas Adventure Path themed around being Pirates and climbing the ranks of the Pirate Lords of the Shackles Isles for frame, profit and or revenge. Forced aboard the Wormwood, flagship of the Pirate Barnabas Harrigan a contender for a new seat on the Pirate Lord Council, the PC's are tasked with working as new swabs and avoiding the wrath of fellow sailors or even worse the ship's Officers. Yet even as the ruthless pirate Captain pushes his crew hard in search of treasure, allies, and supplies; other groups have their own interests in the Shackles. A storm is coming to the archipelago, one which threatens all in it's path, even if the denizens don't know it.

Can the PC's escape from Harrigan's grasp to hold their destinies in their hands once more? Can they avoid Harrigan's vengeance or the lesser pirates looking for an easy mark? Can they avoid the 'more like guidelines' politics of the Shackles? And even then, will they be able to weather the storm that will wash away all they've worked so hard for?

Allies for the charismatic, treasure for the vicious, and fame for the courageous all await you on the high seas. There's plunder and booty for all in Skull and Shackles.


Now to the info. I'm looking for 4-5 players to join me on this AP. My own GM'ing style leans more on RP and interaction than combat and numbers. So given that I'm already swinging low usually and PF1 is easy to break if you follow the right steps, I ask you try not to break the game on purpose for me and the other players. I also prefer text over voice as I know I have a hard to understand voice and I believe text helps people be a bit more creative in their story telling.

Discord will be used when the game is started to keep in touch between sessions along with out of game RP/messages and other notes/loot keeping. MerlinCross#7030 is my handle there.

Currently the date and time isn't set but Roll20 needed something before it would allow this page to go live. So Date and time is open to change based on input from prospective players. Wednesdays and Weekends work for me while Monday and Thursdays are straight out.

Some fast rules;
- Automatic Bonus Progression is being used. This may or may not be at ABP+1 depending on how many players.
- Elephant in the Room Feat Tax rules are being used(Make sure you get the updated PDF, I'll toss a copy but we'll use that minus a few changes)
- Starting level is 1
- 25 point buy, Max HP and Gold first level, HD per level is 2 dice take higher or average, 2 Traits and 1 Campaign trait from the player's Handbook and 1 Racial feat(Feat Not Race Trait). Handbook may be tossed at people should they need it.
-Background skills is also being used.
-All Skill bases that are listed as "2+Int" are now "4+Int".
--Everyone gains an additional +2 Skill Points per level by default.
-Perception is a class skill for everyone
-Stamina system is in effect and everyone gains Combat Stamina as a bonus feat.
-Firearms; Around Very Rare to Emerging. Pirates have heard of guns and the richer pirate lords can equip several sharpshooters. The most powerful have cannons.
-EXP is milestone based.

Extra more finer detailed rules are down below.

Current Party;
Kineticist - Water themed
Summoner
Druid
Mesmerist/Swashbuckler

Want to join this game? Make a post in the discussion forum below and let the GM know!

5 Players (1 Open Slots)

Listing Discussion

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