Pathfinder Adventure Path #59: The Price of Infamy (Skull & Shackles 5 of 6) (PFRPG) (based on
Paizo Publishing, LLC
Chapter 5: "The Price of Infamy"
by Tim Hitchcock
The adventurers now have their own island and port, but they’ll need more than one ship to defend it. When a past rival sends a fleet to attack them, they’re forced to pull out all the stops to defend their island home, scouring the harbors and docks of the Shackles in order to
recruit more ships and crews to their flag. Yet when they sail to the attacker’s own island to get their revenge, the adventurers discover a traitor—one whose betrayal threatens not only their own fleet, but the very islands of the Shackles themselves.
This volume of Pathfinder Adventure Path includes:
“The Price of Infamy,” a Pathfinder RPG adventure for 11th-level characters,
by Tim Hitchcock.
Fleet battle rules that allow players to stand as admirals and commodores directing their own armadas against enemy fleets in large-scale naval warfare, by James Jacobs.
A glimpse behind the gray veil of Norgorber, Golarion’s most secretive deity, by Sean K Reynolds.
Lock-breakers and sea-devils in the Pathfinder’s Journal, by Robin D. Laws.
Four new monsters, by Savannah Broadway, Ryan Costello, Mark Moreland, and Sean K Reynolds.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
The Scallywags now have the chance to settle the score with Captain Harrigan. Of course, Harrigan intends to settle the Scallywags into a watery grave as well. This adventure has to be one of the most deeply satisfying I have ever played. It is well constructed, but more importantly, tells a great tale. Check out my full review: The Price of Infamy
UPDATE: This is the LONGEST adventure path module by far. We have been on this module twice as long as any other AP in the series. Very fun, but it maybe could have been broken into two.
I have to say, this adventure path is probably the most fun of all of the Skull and Shackles Adventure paths to date.
The PC's have a solid mission and have a great motivation to seek out and complete each of this module's challenges. The AP starts with the Pirates gaining status and being able to take part diplomatically in pirate matters in the Shackles. The mechanics for this arrangement work well, and the case being made for each is interesting to Role Play. A page with all of the NPC portraits on one page would have added visual props.
The onus on the PC's to build a fleet is exciting, although the amount of money the Pirates need as opposed to what they have found across the last four modules is insufficient. I luckily read ahead and planted some extra plunder among the various wreckage's on the Island of Empty Eyes. The pirates COULD just spend a couple of weeks grinding away on pirate ship encounters from module one and two, but that tends to be anti-climatic and the group would rather do new stuff.
The quests and places for adventure are well thought out, difficult and exciting. The various challenges and the rewards for completing each give a sense of accomplishment. There is also some final closure to the PC's longstanding rivalry with a competing free captain of the Shackles.
The overarching storyline about warring nations is almost not needed in the AP as it adds little in the way of motivation for pirates, they could have had the rivalry be somewhat more local instead of geopolitical.
That aside, the adventure path is outstanding and the players are having a blast with it. They are excited to finish up in module 6.