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Skull & Shackles Adventure Path
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<blockquote data-quote="Netherstorm" data-source="post: 6449868" data-attributes="member: 84943"><p><strong>5 out of 5 rating for Skull & Shackles Adventure Path</strong></p><p></p><p>Hands down, Skull and Shackles is the best campaign I have ever run. If you even remotely like pirates at all, you should run or play this. The first four books are utterly fantastic. Five is a bit shaky and book six, in my opinion, needed to be revised quite a bit. The final attack on Bonefist is OK, but in my opinion the final battle with the other main villain needed to be at sea on his ship. What really puts this over the top is all of the tie-in products. The ship flip-map is the exact ship the PCs start out on. Isles of the Shackles is seriously one of the most useful sourcebooks ever. It is literally overloaded with islands to adventure on, and comes with a bunch of cool monsters too. The sourcebook can help you flesh out book two, which has a massive "sandbox" piracy section. The best tie-in of all is the fact that they made a complete miniature line for Skull and Shackles, which includes minis for ALL of the major NPCs from Harrigan to one of the coolest NPCs I've ever used - Isabella "Inkskin" Locke. There's even grindylow minis and one of my favorites, the seaweed siren. The only downside to this is that the minis are a bit brittle and some of them will break if you do not store them for transport with care. As a DM, preparing this path is difficult, but that goes for any campaign. Book one in particular has some pitfalls to watch out for, namely the drinking rules and the fact that if you run the opening section where the PCs do ship chores day by day, it will become a drag. As always, you'll need to adjust it to your style. But, in my opinion, it is well worth the effort and will create epic RPG moments that your group will talk about for years to come.</p></blockquote><p></p>
[QUOTE="Netherstorm, post: 6449868, member: 84943"] [b]5 out of 5 rating for Skull & Shackles Adventure Path[/b] Hands down, Skull and Shackles is the best campaign I have ever run. If you even remotely like pirates at all, you should run or play this. The first four books are utterly fantastic. Five is a bit shaky and book six, in my opinion, needed to be revised quite a bit. The final attack on Bonefist is OK, but in my opinion the final battle with the other main villain needed to be at sea on his ship. What really puts this over the top is all of the tie-in products. The ship flip-map is the exact ship the PCs start out on. Isles of the Shackles is seriously one of the most useful sourcebooks ever. It is literally overloaded with islands to adventure on, and comes with a bunch of cool monsters too. The sourcebook can help you flesh out book two, which has a massive "sandbox" piracy section. The best tie-in of all is the fact that they made a complete miniature line for Skull and Shackles, which includes minis for ALL of the major NPCs from Harrigan to one of the coolest NPCs I've ever used - Isabella "Inkskin" Locke. There's even grindylow minis and one of my favorites, the seaweed siren. The only downside to this is that the minis are a bit brittle and some of them will break if you do not store them for transport with care. As a DM, preparing this path is difficult, but that goes for any campaign. Book one in particular has some pitfalls to watch out for, namely the drinking rules and the fact that if you run the opening section where the PCs do ship chores day by day, it will become a drag. As always, you'll need to adjust it to your style. But, in my opinion, it is well worth the effort and will create epic RPG moments that your group will talk about for years to come. [/QUOTE]
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