

- #Skull and shackles wormwood mutiny pdf download how to#
- #Skull and shackles wormwood mutiny pdf download license#
- #Skull and shackles wormwood mutiny pdf download download#
The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF). The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play.
#Skull and shackles wormwood mutiny pdf download license#
Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG. RussellĮach monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D.Death and plunder in the Pathfinder’s Journal, by Robin D.Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.

#Skull and shackles wormwood mutiny pdf download how to#
They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. This sweatbox, used to punish sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature).Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. 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.
