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TL;DR-And now the low point of the adventure path 2.5/5
Plot-Spoilers ahead!- The pirates are Full Free Captains of the Shackles, but now must prove that they are truly made for the Shackles and become members of the pirate council. Before this, they undertake an investigation to find who is feeding information to hated Cheliax. After the mystery, they are sponsored to undertake a race through the eye of Abendego. Finishing the race, the players are almost true members of the council.
GM Impressions-Well, my players were mostly bored at this point. The characters are mid level in this adventure, and this is where most campaigns die, and this one almost made mine go out too. The nature of this adventure is basically fun, but my players really didn’t enjoy the island hopping and social side of this adventure. Also, some of the plot does not make sense as extremely powerful groups know the answer and will only help the PCs if they perform a few fetch quests for them. This kind of killed the momentum of the previous, awesome adventure. I was bored, and the players were bored. Nothing in the story really fed my interest and the PCs had a hard time finding aspects to keep things going in their own right. Its not a bad adventure, its just not as much fun as the other parts of the adventure path. The adventure does finish with the amazing race through the storm. That really woke the PCs up, and gave me something to keep them going.
Good-This adventure finishes with a phenomenal race in a typhoon. Also, there is a chance to real build the work of the adventure path.
Bad-If your PCs don’t want world building, then they will get bored. My PCs decided to ask for a simpler way to get out of the fetch quests. Your PCs may to if they are the killy-killy stab-stab types. Keep that in mind
Final Thoughts- This is the low point of the path. It’s not “bad” as Paizo doesn’t do much bad, but coming of the high of the previous adventure, it’s the low point of the path (not Jurassic Park 3 bad compared to Jurassic Park 1, but Star Wars 6 compared to Star Wars 5). Keep in mind the wants of the PCs and you may have to do some heavy lifting as a GM to keep the pace going 2.5/5
TL;DR-And now the low point of the adventure path 2.5/5
Plot-Spoilers ahead!- The pirates are Full Free Captains of the Shackles, but now must prove that they are truly made for the Shackles and become members of the pirate council. Before this, they undertake an investigation to find who is feeding information to hated Cheliax. After the mystery, they are sponsored to undertake a race through the eye of Abendego. Finishing the race, the players are almost true members of the council.
GM Impressions-Well, my players were mostly bored at this point. The characters are mid level in this adventure, and this is where most campaigns die, and this one almost made mine go out too. The nature of this adventure is basically fun, but my players really didn’t enjoy the island hopping and social side of this adventure. Also, some of the plot does not make sense as extremely powerful groups know the answer and will only help the PCs if they perform a few fetch quests for them. This kind of killed the momentum of the previous, awesome adventure. I was bored, and the players were bored. Nothing in the story really fed my interest and the PCs had a hard time finding aspects to keep things going in their own right. Its not a bad adventure, its just not as much fun as the other parts of the adventure path. The adventure does finish with the amazing race through the storm. That really woke the PCs up, and gave me something to keep them going.
Good-This adventure finishes with a phenomenal race in a typhoon. Also, there is a chance to real build the work of the adventure path.
Bad-If your PCs don’t want world building, then they will get bored. My PCs decided to ask for a simpler way to get out of the fetch quests. Your PCs may to if they are the killy-killy stab-stab types. Keep that in mind
Final Thoughts- This is the low point of the path. It’s not “bad” as Paizo doesn’t do much bad, but coming of the high of the previous adventure, it’s the low point of the path (not Jurassic Park 3 bad compared to Jurassic Park 1, but Star Wars 6 compared to Star Wars 5). Keep in mind the wants of the PCs and you may have to do some heavy lifting as a GM to keep the pace going 2.5/5
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