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Skull & Shackles Adventure Path
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<blockquote data-quote="Babawonga" data-source="post: 7269266" data-attributes="member: 6774353"><p><strong>4 out of 5 rating for Skull & Shackles Adventure Path</strong></p><p></p><p>Overall the adventure path is excellent with the player's commanding their own ship and getting their very own keep. I provides plenty of opportunity for exploration and pirating in an exotic and mysterious setting. The plethora of NPCs allows for plenty of role playing, but requires a lot of record keeping by the GM.</p><p></p><p>One review posted that the players are railroaded in the first module. Of course they are. The entire module is about getting kidnapped into pirate life by pirates much more powerful than them and basically becoming slave labor. They get their ship at the end of the module and their interactions with the crew during the first module determines which NPCs join their crew. Main drawbacks with the first module are repetitive daily tasks and a deadly encounter. I avoided the daily duty boredom by pre-rolling tasks and results for each player and then modifying it with their choice of activity for the day. It sped things up immensely. The deadly encountered can be modified or it can be used to send a message to the group about trying to use force against the people that shanghaied them by killing one party member. GMs choice. Otherwise a great adventure path.</p><p></p><p> Note that the party becomes pirates and the module encourages evil acts so if you don't want to run an adventure with an evil, or willing to do evil acts party, you will need to modify or eliminate the infamy rules.</p><p></p><p>Also, I highly recommend levels players as per the points in the adventure where they are supposed to level as getting xp from pirating (which they can do lots of) can level them too quickly.</p></blockquote><p></p>
[QUOTE="Babawonga, post: 7269266, member: 6774353"] [b]4 out of 5 rating for Skull & Shackles Adventure Path[/b] Overall the adventure path is excellent with the player's commanding their own ship and getting their very own keep. I provides plenty of opportunity for exploration and pirating in an exotic and mysterious setting. The plethora of NPCs allows for plenty of role playing, but requires a lot of record keeping by the GM. One review posted that the players are railroaded in the first module. Of course they are. The entire module is about getting kidnapped into pirate life by pirates much more powerful than them and basically becoming slave labor. They get their ship at the end of the module and their interactions with the crew during the first module determines which NPCs join their crew. Main drawbacks with the first module are repetitive daily tasks and a deadly encounter. I avoided the daily duty boredom by pre-rolling tasks and results for each player and then modifying it with their choice of activity for the day. It sped things up immensely. The deadly encountered can be modified or it can be used to send a message to the group about trying to use force against the people that shanghaied them by killing one party member. GMs choice. Otherwise a great adventure path. Note that the party becomes pirates and the module encourages evil acts so if you don't want to run an adventure with an evil, or willing to do evil acts party, you will need to modify or eliminate the infamy rules. Also, I highly recommend levels players as per the points in the adventure where they are supposed to level as getting xp from pirating (which they can do lots of) can level them too quickly. [/QUOTE]
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