Shipwrecked!
The Serpent’s Skull Adventure Path begins with the PCs being shipwrecked on an inhospitable island, the legendary Smuggler’s Shiv.
New traits gained by the PC’s.
Aerys allows the PCs to read her unfinished epic—the Abendego Cantos are very well written and contain compelling themes of the strength of personality against incalculable odds. Anyone who reads it for 8 hours gains a permanent +1 bonus on all Will saving throws against compulsion effects.
Gelik shares several secrets of comedy and speech with the PCs—after a day of practice, these techniques grant a permanent +1 bonus to the save DC of any charm or language-dependent effect a PC uses.
Ishirou teaches the PCs some of his swordfighting styles and tricks. After a day of practice, these simple but effective tricks grant a +1 bonus to CMB and CMD while wielding a sword or similar weapon.
Jask shares a number of mantras and focusing chants—with a day of practice, these chants grant a +2 bonus on concentration checks.
Sasha reveals that her mother is an infamous Red Mantis Assassin, and that she’s learned some combat secrets from her that she can share with the PCs. Anyone who spends a day practicing her techniques gains a permanent +1 bonus on Initiative checks.
This has kept the party busy for the better part of a week. That and setting up camp, with the aid of the supplies salvaged from the wrecked ship. Which has by now has been completely swallowed by the sea, has taken up the party’s time.
In this time there were a few encounters with the wildlife of the island, but the camp was well protected during this first week, but the wildlife is getting bolder.
Sub-quests gained.
Aerys confesses that she wants to kick her drinking habit and asks for help in doing so. A remove disease spell will cure her, but she’s heard that viper nettle berries can help to hasten recovery, though, and asks the PCs to scour Smuggler’s Shiv to find a supply of this rare tropical plant.
Gelik knows of an old story about a Pathfinder Society ship called the Nightvoice that went missing in these waters, and the most popular theory as to what happened is that the ship ran aground on Smuggler’s Shiv or sank near the island. He admits that he’s currently “on probation” with the Pathfinders, and that finding out what happened to the Nightvoice could go a long way toward clearing his record with the organization.
Ishirou admits that he owns several promising treasure maps, and that one of them shows the location of an old pirate’s stash here on Smuggler’s Shiv. Alas, the notes on the map indicate that recovering the treasure will take several people. Since they’re already here on the Shiv, what’s the harm in looking for a bit of loot?
Jask lets on that one of the incriminating papers he found so long ago indicated that one of his superior’s contacts in the Shackles was a man named Avret Kinkarian. Kinkarian’s ship, the Brine Demon, reputedly wrecked here on Smuggler’s Shiv. He knows it’s a long shot, but Jask would love to track the ship down and explore the wreck on the off chance there could be more evidence somewhere aboard to prove his innocence.
Sasha finds much of the local wildlife adorable—particularly the flying dimorphodons, once she finds out they’re poisonous. She would dearly love to have a baby dimorphodon as a pet, and promises to keep it under control if the PCs can find one for her.
Several keys and maps. (there was some fine wine, but alas, it has been inbibed)
a darkwood model of the Jenivere in a glass bottle worth 100 gp,
a small coffer containing 350 gp.,
a long leather satchel that holds a dozen potions for emergency use: four potions of cure light wounds, a potion of cure moderate wounds, four potions of lesser restoration, a potion of remove disease, a potion of water breathing, and a potion of water walking.
masterwork studded leather armor,
masterwork short sword,
Block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bull’s-eye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.(most of which were used in making the campsite.)
So, you got that going for you…
















