Are we also supposed to randomly determine the weather? It would seem that the entire race takes place within 50 miles of the eye based on the map on page 49, so we would apply the +60 to the weather roll. Based on the weather, we may also get modifiers to the Stormbound Hazards.Also - once they get to areas I, J and K, they are inside the eye so I would assume no random weather roll is needed and we automatically use "hurricane" giving a +15 to the Stormbound Hazards roll.

I will probably do this regardless, but was curious what others think and if this is the intent as written. 

I believe your interpretation is correct. That's how I was thinking it was meant to be run anyways.Lots of Tornadoes. It'll be nasty I'm sure.


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I know that my players plan to each captain their own ship, the four of them being allies in piracy, but officially independent. By this point in the adventure they'll have had plenty of time to potentially commandeer a number of ships for their own use, so I'm likely going to have to re-work the tests and regatta to match.

The final stretch of the regatta might not even be against Harrigan so much as against each other. That's an interesting situation. If they're all planning on being Free Captains of the Shackles, I guess they'll each need 10 plunder to get audiences with the Hurricane King and they'll each individually have to pass all his tests. (They all need to be Free Captains to participate in the race, right?)Regardless, whoever wins the race will be the only one who gets a seat on the council. I wonder how that'll affect things later on.

Never split the party is harder to pull in this situation. :P It's likely that if somebody gets to be captain while all the others count as mere officers that said officers will be less-than happy about their situation.

Perhaps they won`t even have amassed the resources to each be a captain by the time of the race though. In such a situation, non-captain PCs may end up serving as officers during the race and then later take tests of their own, rising to become free captains themselves. Or I may combine the testing, having them all take it at once for the cost of a single entrant, but end up being an alliance of four connected but technically individual pirates (kind of like the Wise Council of Three, the Tian pirate lord trio detailed in the back of the AP).

...Of course that's all speculation. I know that all my players want to captain their own ships, but not how they're going to end up going about achieving that goal (it's too soon to tell at this point).

My group is still back in the Wormwood Mutiny AP, but I'm buying the later books as they come out and reading ahead to have an idea of what's coming later on in the adventure and to look for hooks or hints to drop that can tie in to later occurences. Naturally, this generates questions....

In the text describing the encounter with Vakarla and her wreckers, stats are given for Vakarla and her four Wrecker Cutthroats. However, the text also makes mention several times of the "rest of her crew" who are clearly separate from the Cutthroats and who are meant to take part in the final attack on the PCs ship - but there are no stats or numbers anywhere that I can find for them. Is this an oversight, is it another case where the NPC crews just fight each other off center stage while the PCs take on the main antagonists, or?

In the text describing the encounter with Vakarla and her wreckers, stats are given for Vakarla and her four Wrecker Cutthroats. However, the text also makes mention several times of the "rest of her crew" who are clearly separate from the Cutthroats and who are meant to take part in the final attack on the PCs ship - but there are no stats or numbers anywhere that I can find for them. Is this an oversight, is it another case where the NPC crews just fight each other off center stage while the PCs take on the main antagonists, or? On page 21 (just above the Creatures paragraph and Vakarla's stat block), the text mentions that Vakarla's crew swims out to fight the PCs' crew. So this is another example of "off-screen" combat between crews while the PCs face the main antagonists (in this case, Vakarla and her 4 wrecker cutthroats). AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) vikingson Jul 18, 2012, 05:21 pm I am wondering about Harrigan's crew in AP-3, especially before and during the Regatta. Harrigan seems to have no real idea of the PCs success before they turn up at the Regatta, and possibly not in the "Man's Promise".

So are the events which are meant to affect Spoiler: Peppery Stich and Grog going to happen when exactly ? After Caulky possibly rats on them ? Or after the Regatta ? Just asking because I find it for one hard to believe that Harrigan would all of a sudden fly into rage: then againSpoiler: Peppery seems to be well enough and Caulky seems to know of no atrocities

I also find adding the "Admiral" for AP-5 slightly lame and would consider Peppery far more stylish and established in the storypath for said position, after all being around since the Wormwood, but even if I keep her , the question remains open.

There are no mizzenmasts on brigs, they only have foremasts and mainmasts. (Tsadok's test) Which actually will leave Tsadok's climber having to scale a longer mast, because the topyard on the main is further up brig at Wikipedia. I guess that was not intended at all.

No mentioning of clew- and buntlines for actually folding and opening the sail, which are located near the mast, invalidating part of the test as well. the yardstrops are only for stowing the sail, not releasing it for setting and flapping in the wind. Or the fact that yards were not mounted on supporting ropes, but lashed to the mast prior to the late 18th and 19th century - hence could not "drop" to the deck or sideways, unless you loosened both braces. 

Details, probably not of interest to most people.... but nothing a quick trip to Wikipedia would not have easily checked ?

Spoiler: Similar avoidable fun : Giving the Master of the Gales, a stormtossed sailor if ever there was, a Xebec as his vessel, a notorious light weather, warm seas, fair sailing but-no-good-in-any-storm vessel...

I also do not get the point of successful bluff, gambling and sense motive checks actually raising the cardgame-score in Tsadoks test part II to over 20, invalidating the PCs score. How exactly are they supposed to influence the factual cards held( aka rolls) by the player ? Or influence Tsadok who actually does not react to mostly anything the players try ?

And what exactly is supposed to happen if the PC goes "all in" ? Will Tsadok fold ? How often ?

I think I recall one of the developers, might have been James Jacobs, saying that specifics in the various adventure paths are written independant of the other books in the AP, and thus one might find minor character or plot contradictions between volumes.The best solution is to wait until you have all six volumes and then make whatever changes you think are necessary to help make things make sense across the volumes.

No mentioning of clew- and buntlines for actually folding and opening the sail, which are located near the mast, invalidating part of the test as well. the yardstrops are only for stowing the sail, not releasing it for setting and flapping in the wind. Or the fact that yards were not mounted on supporting ropes, but lashed to the mast prior to the late 18th and 19th century - hence could not "drop" to the deck or sideways, unless you loosened both braces. 

Details, probably not of interest to most people.... but nothing a quick trip to Wikipedia would not have easily checked ?Presumably not intended, and overlooked simply for being rule-complicating details unnecessary for the enjoyment of the game. Best to just assume that working the masts works as-written, and that both climbers face the same challenge on their respective masts.(Also keep in mind that Pathfinder is hardly a strict medieval-european fantasy setting. Things will exist in it that developed in other times or places, and that's not wrong of Pathfinder to have them. It's fantasy after all, not history.)

Presumably that person's prowess in comes from the use of high-level magic far more so than from what type of ship they sail.vikingson wrote:I also do not get the point of successful bluff, gambling and sense motive checks actually raising the cardgame-score in Tsadoks test part II to over 20, invalidating the PCs score. How exactly are they supposed to influence the factual cards held( aka rolls) by the player ? Or influence Tsadok who actually does not react to mostly anything the players try ? 152ee80cbc

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