Continuing the play report for the Skull and Shackles game, as always GM’d by +Jeromy French , with +Matt Sutton (Malgrim) , +kung fu hillbilly (Alejandro) , +Joshua Taylor (Gimbal) as my (Pel) more-or-less trusty allies. Hey, we’re pirates, trust is a guideline, not a rule.
Play started with us waking up to find one of our new crewmembers missing from the ship, but clearly bad things had happened. There was evidence – messy evidence – that a Sahuagin had climbed aboard and munched off with him. Boo!
Not likely going to find him, we went marauding.
Naturally, before we found prey, prey found us. Six sahuagin (bipedal piranha beasts) came aboard, and the four of us plus Malgrim’s pseudo-dragon creature (Matt’s character).
Initiative was ours! My first shot was a sneak attack, single shot on the farthest enemy from us . . . which was a rousing success. A good hit, and 15 HP later, one went splash. Malgrim cast Enlarge Person on himself, stepped up and nailed another with his masterwork greataxe. He did even better than I did, for 16 HP. Thunk and dead. A sleep spell, a +1 rapier thrust for 6 HP, and then they got to go. Miss, attack on the dragon-familiar (hit, 6 HP), shoot at me with crossbow (miss), and claw/bite at Gimbal (miss).
To borrow a line from 300: “A good start.”
Next round, I tried two shots at +4, with one missing totally, the other barely missing vs. the AC 16. No luck. Malgrim beheads one, another claws him for a minor wound. One claws at Gimbal to small effect. Then Alejandro whiffed a stab with both rapier and dagger. Gimbal, our resident bomb-throwing alchemist, quaffs a couple potions – anything labelled “Mutagen” can’t be good, and yet it is – chucked a bomb at his foe after a quick step backwards. 6 HP and his foe is on fire. At least it’s not the ship.
I pivoted my fire to Alejandro’s target, hoping that I could kill him and then Alejandro can do his Bardsong thing. Two shots, two hits, total of 7HP. Decent, not great. Malgrim wastes another with a mighty axe blow. The key here seems to be allowing Malgrim to cast his enlarge person spell and stepping out of the way. The rest flee at this point, grab hold of sharks, and skedaddle. Well, they are IQ 14 – and they were going to be short-lived.
Only real loot was a coral and somethingorother heavy crossbow.
Gimbal, our resident evil-aligned character, gets out some Pathfinder Pliers of Dentistry, and decides to make a tooth necklace out of the fallen foes. He then gifts me with some naga poison and giant wasp poison, for future arrow-envenoming.
We then go looking for trouble, and find an oared fishing boat. Not worthy of our attention in a violent way, we try and engage the dwarven leader Vesgal Falkirk. Or something like that. We chat for a bit, and once again we crit-fail the Diplomacy roll. Sigh. We do know that they’re from Bloodcove, a pirate-neutral village/town to the south. Though it’s neutral ground for piracy, it’s strongly influenced by the Aspis Consortium . . . a group of magic-wielders who groove on artifacts. Powerful, and opposed to the Pathfinder Society. We’ll have to deal with them at some point.
We look for a ship to attack, and find one. We sick the seadragon on the other ship’s rudder, so now they can’t turn. We maneuver up so they can’t hit is with their own catapults, and then to the tune of a lively pair of bard songs, we pepper the foe with one successful catapult shot, and a bunch of really ineffective ballista fire; I manage to crit-fail a roll and jam up one of the ballista, but we do fire through one of the windows, hitting someone.
We whittle away at the crew with arrow fire, spellcasting to put a few more to sleep, and seadragon harassment, then grapple to board. The captain (female half-elf) and mate (male human) come out, weapons drawn, and Malgrim does enlarge person again, and goes for Intimidate. He doesn’t crit this time. She is cowed, and gives in fairly readily. The ship is loaded with manufactured goods – tools, furniture, and the like. We transfer their one catapult to our own vessel (making three total), and inspect and take the choice bits from the other crew’s stuff. We also don’t have enough crew to actually make off with the ship itself, so that value, which can be tens of thousands of gold, is left behind.
We keep the rest of the crew alive, and go our way. Jeromy will be emailing us the rest of the treasure and loot offline.
And that was the game.
Let’s see. This was a pretty good game, but the system definitely has some quirks to it. For one, we seem to always follow a bit of the same pathway. A bit of chatting amongst the characters, usually to re-establish momentum from a previous session. Then some NPC interaction, perhaps, and then, the “pseudo-wandering-monster combat de jure.” After which, we move the plot forward, which may or may not also involve combat.
I’m starting to get a better feel for Pel, but I still chafe a bit at the level of detail and tactical choices we get at this point in our character development.
Examples: Pel hid in the rigging in one of the battles, and so got to use his sneak attack. The rule seems to be once you attack, you’re exposed. So despite our foes being widely separated and me rolling very well for Stealth, one I shoot, my sneak-attacking days are done. So I was able to do a very respectable 15 points of damage in one shot, but after that, back to 1d6 each. I can’t do careful aim to target vulnerable spots like I can in GURPS (at least, not yet . . . perhaps there’s a later Feat). The tactical variability of how you smack down your foes also seems fairly low, but again, we’re playing 4th level characters at the moment, so perhaps “Hit Him With My Mace” is all that we should expect.
Also, I’ve got Rapid Shot, which is two attacks at -2. For any hit value for me down to something where I’m rolling 1d20+6 vs. AC 24 (so a 15% chance to hit), it is always better to take two shots. it’s not really a trade of many mediocre shots vs. one good one. It’s Just Better.
I rearranged Pel’s skill ranks in accordance with the “no more skill ranks in a skill than you have Hit Dice,” which I missed the first time through; this actually was more fun, since it gave me more things I was good at, which was satisfying. Next level I will likely become eligible for a Prestige Class for an open-water pirate. We shall see if I want to go down that route or not!
I also definitely need a better bow. So-so would be adding my STR bonus (a meager +1) for each shot. Better would be something, if it exists, that allows me adding either my BAB or DEX bonus – or both! If those aren’t real things, then if there’re magical bows that deliver proper smackdown, I’ll have to go searching for one.
One last point: the ability to go to the Pathfinder Wiki and various other online resources to look things up, whether it’s creature stats or the gp value of a ship, is huge.