For those who might be playing the entire Skull & Shackles Adventure path, be warned! There are spoilers below the break
It was a dark and stormy night (no, really, it WAS a dark
and stormy night) when Venture Captain Ambrus Valsin called you to a small,
seedy tavern in the docks area of Absalom. The other Pathfinders in the room
were unknown to you, but you were pretty sure you had seen most of them around
the Lodge during your tenure, making them probably no more experienced than
you. The Venture Captain himself strode into the room, his cloak dripping from
the pouring rain. He shook off his cloak, and quickly downed a tankard of
something steaming the proprietor provided. He scowled around the room.
![]() |
| Ambrus Valsin |
“All right, this is
all of you.” He gulped down the last of his drink and slammed the tankard
to the table. “Listen up. This is a
mission like no other you’ve been on so far. You have all been chosen precisely
because you are all relatively new Pathfinders, with little reputation, and
because you have a … particular set of skills that make you each decidedly
suitable for this task.”
“As you may know, the
area south of the Eye of Abendego known as The Shackles has long been a hotbed
of pirate activity. The independent Pirate Council, led by the current
Hurricane King, have been raiding the shipping lanes of the Fever Sea for
decades now. Their main quarry is fat merchant ships making their way around
the Eye from the Sargosa, Bloodcove, and the Mwangi Expanse. “
“This has proven a
thorn in the side of Cheliax, and their lapdogs, the Aspis Consortium. Many
goods and artifacts destined for the coffers of the Consortium have instead ended
up in the hands of the Society because we have had the good sense to cultivate
profitable relationships with some of the more prominent powers on the Pirate
Council, and this is a situation we wish to continue.”
“ However, recently it
has come to our attention that something is awry in The Shackles. The details
are unclear, but our sources indicate that Cheliax is in the middle of a
subversive plan to unseat the current powers in the Shackles and replace them
with their own agents, or perhaps subvert key players who are already in power.
We’re not sure of the details, as the pirates of the Shackles are notoriously
close-mouthed about their affairs with anyone who is not of their brotherhood.”
“That’s where you come
in.” He paused and took a long pull on his refreshed drink.
“You are going
undercover. DEEP undercover. You have been chosen because you are new enough
that no one will know who you are, and because your particular set of skills
make you well-suited to playing the pirate. And that’ s what we want you to do.
We want you to go into the Shackles, infiltrate their brotherhood, uncover what
the Cheliaxian plot is, and if possible, stop it.”
“We have contacts and
allies in the Shackles who will be monitoring your progress and will make
contact with you if and when that becomes necessary. However, most of the time
you should assume you are on your own. Hells, for all I care, you can BE
pirates, as long as you complete your mission. “
“Transportation has
been arranged to drop you off in Port Peril. From there, it should be possible
for you to join the crew of a ship, and work your way in from there. This is a long-term mission, so you should
close out your local affairs and prepare to move semi-permanently to the
Shackles.”
He glared around the room.
“Any questions?’
You did your job perhaps too well.
Your first night in the Shackles was memorable. Port Peril
was a rowdy, boisterous, chaotic mess of bars and whorehouses and gambling
parlors. Your first night in Port Peril was also your last. One moment you’re
were sharing drinks with local patrons, and the next thing you know you are
waking up at sea, a severe headache and nausea providing a clue to just how you
had been press-ganged.
![]() |
| Barnabus Harrigan |
You found yourself the newest crewmembers aboard the Wormwood, a three-masted sailing ship under the command
of the dreaded (and significantly higher-level) captain Barnabas Harrigan.
Harrigan was a monster of a man, but you had little contact with him, as he left
the day to day running of his ship to his trusted officers. The Wormwood was a
dangerous place, and none were more dangerous than it’s dreaded First Mate, Mr.
Plugg. Together with the stern boatswain, Master Scourge, the ship’s master-at-arms and infamous
disciplinarian, you received a hasty and violent education as to what it means
to be the newest crewmembers of the Wormwood.
The next several weeks were spent finding your place among
the crew. The most dexterous of your group became Riggers, climbing the masts
and rigging and working the sails. The rest of you were relegated to being
swabs, scrubbing the deck and doing the day-to-day manual work of the ship. The
work was hard, but over the course of time you began to master your skills,
and, more importantly, to integrate yourselves into the crew.
And you made some friends. Foremost among these was Sandara
Quinn, a Cleric of the Pirate Goddess Besmara, and a proud wearer of a rare
Besmara’s Tricorne hat. She became a crucial
![]() |
| Sandara Quinn |
![]() |
| Ambrose Kroop |
But you also made enemies. For some reason, Mister Plugg and
Master Scourge decided early on that they did not like your “attitude”, and went
out of their way to make your life miserable. Ironically, by constantly
assigning you the most difficult, dirty, dangerous tasks on the ship, the
officers inadvertently made you more popular with the general crew when you
time and again succeeded where they expected you to fail. And each success just
made them dislike you more.
![]() |
| Mr. Plugg |
For the first several weeks of your time aboard the
Wormwood, the ship cruised the Fever Sea without success, looking for likely
prey. Finally, a ship was spotted, and the Wormwood
pursued to engage. The ship, the Man’s
Promise, was a Rahadoumi merchant ship, and the boarding action was a long
and hard one. Ironically, you took an opportunity to save the life of Captain Harrigan
from a surprise attack, and this did not go unnoticed by him. At the conclusion
of the battle, the Rahadoumi ship was taken, and their crew was offered the
option of joining Harrigan’s crew, or dying. Most joined.
![]() |
| Master Scourge |
The two ships went their separate ways, with you and the Man’s Promise setting out for Port Peril
for squibbing. However, it did not take long to recognize that Mr. Plugg had
other plans when the ship changed course and began to head for the Slithering
Coast. Amongst your companions, the consensus was that Mr. Plugg intended to
take the ship for himself.
Things went poorly quickly. On the fourth day, the Man’s
Promise was hit with a major storm, and driven away from the coast. The ship was
tossed about on the high seas, and the entire crew scrambled to keep it afloat.
As you frantically helped keep the vessel from being torn apart, you witnessed
small goblin-like humanoids with tentacles for legs emerging from the storm-wracked
seas and clambering aboard under the cover of the crashing waves. Even your
limited knowledge of the denizens of the deep was sufficient to recognize these
creatures as grindylows, and they seemed un-phased by the power of the storm.
They grabbed a couple of the sopping sailors from the deck of the ship and quickly
dove overboard with them. Shortly
thereafter, the ship was brought to a grinding halt on a coral reef.
![]() |
| a grindylow |
The next morning, as the storm abated, a roll-call discovered that both Sandara Quinn
and Rosie Cusswell were missing. Mister
Plugg was dismissive about any objections that the missing sailors could be
rescued. There’s enough scurvy dogs to
run this ship, and a couple getting washed overboard is just their fate.
However, when it was discovered that the water barrels were
broken when the ship struck the reef,, Mister Plugg assembled an expedition to
the nearby island that was now visible about a mile to the south. The shore
party consisted of you and your Pathfinder companions.
As the adventure opens, you are beaching your longboat on the northern coast of the island, at what appears to be an abandoned fishing village. You have a couple of barrels with you to recover water, but in your mind, the real goal here is to find out what happened to your friends Sandara and Rosie, and rescue them from the grindylows if possible.








No comments:
Post a Comment