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Plunder and Pillage!

Tuesday, April 10, 2012

Avast! We've stolen your weekly Advanced Race Guide* preview because the Skull & Shackles Adventure Path starts now! Download the free Skull & Shackles Player's Guide, full of ideas and advice to help create all sorts of scallywags, swashbucklers, and other seaworthy characters perfect for this piratical campaign. Also, look inside for a preview of some of the high-seas challenges and new subsystems you can expect to see featured in the most grog-guzzling, plank-walking, keelhauling Pathfinder Adventure Path to date.

If you haven't already made your mark and subscribed to Pathfinder Adventure Path for the Skull & Shackles Adventure Path, there's still time. But Pathfinder Adventure Path #55: "The Wormwood Mutiny" releases soon, so get onboard before this ship leaves port!

F. Wesley Schneider
Captaining Editor

*We'll give it back to later in the week... if ye be lucky. Yarr!

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Deadmanwalking wrote:
Jeffrey Palmer wrote:
Yeah, I really miss the more extensive description of races and classes in context. That was what always got my character creation juices flowing. Seeing all of that excellent material reduced to half of a page wasn't great. While I'm still very excited about this adventure path, the player's guide's focus on naval combat wasn't what I was looking for.

Agreed. The AP looks awesome, and the Traits are very nice and thematic, but the Player's Guide as a whole feels really lacking without the per race/class breakdown on what's going on (which also almost always included some of the best hints for what the AP was actually gonna be like).

Especially since I think that would've been really useful for, say, Cavaliers and ahving a mount on shipboard. Or how many Dwarves there are in the Shackles. And so on and so forth.

+1

but it is still a nice guide with some new flavour. The art is very nice, but they could have more extensive description of races and classes in context.

Cheliax

Pathfinder Modules Subscriber
Kajehase wrote:
vikingson wrote:
Nevermind the campaign traits really giving away the "starting twist" of the initial adventure.
Huh? The various design-talk about Skulls & Shackles have been pretty much entirely open about the first adventuring starting with the players already having been press-ganged onto a pirate ship from almost as far back as the first mention of this being a pirate adventure path. It's not so much a reveal as saving the GM the trouble of pointing it out.

Yup, we've known you start the game handing out ROOFIE-COLADA'S to everyone since the game was announced.

(I''m looking forward to getting my Quagmire Giggity Giggity on with the players asap).


Um...no. That's all happened before the game starts. The point is to get the PCs onto the ship, against their will, without their equipment (which might be a good thing for the players to know before they start going through the equipment lists during character creation - some might appreciate the warning).

Would you have been happier if they'd been beaten senseless and started the game a few hp down instead?


My group has already hit the FLGS and picked up a few packs of those Wizkids pirate ships to use on the battle map.

Looking forward to this.

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