paizo.com Recent Reviews of Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)paizo.com Recent Reviews of Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)2021-11-19T21:30:08Z2021-11-19T21:30:08ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Fun but Fraught with Peril (5 stars)Delthoshttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2021-01-31T02:10:17Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I've had this ever since it was first released. I've wanted to run it for a long time and finally got to start it last year. Next to Rise of the Runelords it's been the AP I've wanted to run most. </p>
<p>The story is very compelling. The antagonists are really well done in that your group should definitely grow to hate them. Once the inevitable happens, it's quite the payoff for the group. They'll make lots of friends and those friendships will payoff and create an awesome tapestry through the AP. They'll also make some enemies who will be there until the end. </p>
<p>That being said this isn't for everyone. The group starts out press-ganged on to the ship. Which is another way of saying they are enslaved. Their freedom is very limited and they are punished for the slightest infractions. It can be extremely oppressive. It is a roleplaying heavy volume of the AP. Not a lot of your typical action happens for pretty much the first half of the book. It is a gold mine for those who love roleplaying. </p>
<p>The PCs are also put face to face with some very high level and dangerous people. Groups who feel they can resolve everything with violence are going to be in for a surprise if they step out of line at the wrong point. If they try to mutiny too early, it's going to be the end of them. A mutiny is the expected outcome of the volume, but they need to do it as the right time.</p>
<p>There are a few encounters that are really dangerous and potentially deadly especially as groups have very little access to tools to deal with them. So it takes a bit of work to either modify the scenarios or try to find a way of getting something to help them in their hands. </p>
<p>This volume introduces a fair amount of water based encounters. If you aren't familiar with the rules for swimming and the effects of water as an environment, or you don't like them, this AP may not be to your taste either. A lot of encounters through the entire AP are set in the water. </p>
<p>Ultimately by the end of the book, if all goes well your group should be in command of their own ship with a loyal crew, no longer enslaved to their old captain, and charting their own destiny on the High Seas.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I've had this ever since it was first released. I've wanted to run it for a long time and finally got to start it last year. Next to Rise of the Runelords it's been the AP I've wanted to run most. </p>
<p>The story is very compelling. The antagonists are really well done in that your group should definitely grow to hate them. Once the inevitable happens, it's quite the payoff for the group. They'll make lots of friends and those friendships will payoff and create an awesome tapestry through the AP. They'll also make some enemies who will be there until the end. </p>
<p>That being said this isn't for everyone. The group starts out press-ganged on to the ship. Which is another way of saying they are enslaved. Their freedom is very limited and they are punished for the slightest infractions. It can be extremely oppressive. It is a roleplaying heavy volume of the AP. Not a lot of your typical action happens for pretty much the first half of the book. It is a gold mine for those who love roleplaying. </p>
<p>The PCs are also put face to face with some very high level and dangerous people. Groups who feel they can resolve everything with violence are going to be in for a surprise if they step out of line at the wrong point. If they try to mutiny too early, it's going to be the end of them. A mutiny is the expected outcome of the volume, but they need to do it as the right time.</p>
<p>There are a few encounters that are really dangerous and potentially deadly especially as groups have very little access to tools to deal with them. So it takes a bit of work to either modify the scenarios or try to find a way of getting something to help them in their hands. </p>
<p>This volume introduces a fair amount of water based encounters. If you aren't familiar with the rules for swimming and the effects of water as an environment, or you don't like them, this AP may not be to your taste either. A lot of encounters through the entire AP are set in the water. </p>
<p>Ultimately by the end of the book, if all goes well your group should be in command of their own ship with a loyal crew, no longer enslaved to their old captain, and charting their own destiny on the High Seas.</p>Delthos2021-01-31T02:10:17ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Good adventure with one bad mapFedor Checherovhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2019-03-02T21:53:13Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Recently I`ve bumped into Mr. John Compton`s inquiry about reviews on Paizo products https://twitter.com/Archaeotagh/status/1072706185613082624</p>
<p>I`ve GM-ed Wormwood Mutiny and liked it - couple new mechanics, survival sandbox for players, huge number of NPCs to hate and oppose. But heres my spoon of tar in this barrel of honey: map (Riptide Cove) with 1 square = 10 feet grid. </p>
<p>If your artists can draw "1 square = 10 feet grid" - they definetly can draw smaller "1 square = 5 feet grid" so GM-s do not have to learn picture editing and spent time on it. </p>
<p>One might say, that it is because of printed book version page number limit, editing problems. Maybe. But why they keep "1 square = 10 feet grid" in interactive map PDF? Theres no space (page) limit there.</p>
<p>Maybe your artist and editor never GM-ed it, never prepared this particular map for game session - I am sure, that even after one such time with grid-editing "1 square = 10 feet grid" into "1 square = 5 feet grid" they definetly never did such thing for others.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Recently I`ve bumped into Mr. John Compton`s inquiry about reviews on Paizo products https://twitter.com/Archaeotagh/status/1072706185613082624</p>
<p>I`ve GM-ed Wormwood Mutiny and liked it - couple new mechanics, survival sandbox for players, huge number of NPCs to hate and oppose. But heres my spoon of tar in this barrel of honey: map (Riptide Cove) with 1 square = 10 feet grid. </p>
<p>If your artists can draw "1 square = 10 feet grid" - they definetly can draw smaller "1 square = 5 feet grid" so GM-s do not have to learn picture editing and spent time on it. </p>
<p>One might say, that it is because of printed book version page number limit, editing problems. Maybe. But why they keep "1 square = 10 feet grid" in interactive map PDF? Theres no space (page) limit there.</p>
<p>Maybe your artist and editor never GM-ed it, never prepared this particular map for game session - I am sure, that even after one such time with grid-editing "1 square = 10 feet grid" into "1 square = 5 feet grid" they definetly never did such thing for others.</p>Fedor Checherov2019-03-02T21:53:13ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Fun Premise, Good Delivery (4 stars)Ear Phantomhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2017-08-08T21:44:44Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran a group of mid-level gamers through this module. I find the feedback of other gamers to be incredibly useful and mostly agree with the other comments. A few things I didn't see, but made running the module difficult:</p>
<p>1) The information is way too scattered. If you need a specific NPC's stats, you'll thumb through about 16 times in order to find it. Same with the rules for Plunder, Infamy, Ship to Ship combat, etc. It seems to be an Achilles' heel of the AP overall. Now that it's out of print, my suggestion to Paizo, if they ever decide to compile it as a hardback in the same vein as earlier APs, is that they consolidate the heck out of it. Lump all the NPCs together in one section. Put all the new rules together. Etc.</p>
<p>2) Where it drags on—day by day as pirates—can be a drudge. You'll have to work with your players, and do a bit of homework as a GM to make it interesting.</p>
<p>3) For a group playing a "non evil pirates" campaign, be prepared to swap out some encounters. This is a bigger challenge in Module 2, where people can be sold into slavery, but still worth mentioning here.</p>
<p>4) Make sure your players have enough resources to survive swarm encounters before they get on the island! I had to cheat a little bit by stuffing a few flasks of alchemist fire and acid in some of the treasure on the island. Otherwise it would have been a TPK after 1-2 botfly encounters.</p>
<p>5) The final encounter is a weird setup that you will have to adjust. Plugg and Scourge give the PCs a short amount of time to get supplies, but at the same time there's no way to run through all the encounters in that time. Maybe make it one of the reasons they are mad at the PCs?</p>
<p>6) The ghouls deserve a story! I made the underwater encounter a bit more interesting and added some plunder for recovering the wreck, otherwise there's absolutely nothing there for anyone.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran a group of mid-level gamers through this module. I find the feedback of other gamers to be incredibly useful and mostly agree with the other comments. A few things I didn't see, but made running the module difficult:</p>
<p>1) The information is way too scattered. If you need a specific NPC's stats, you'll thumb through about 16 times in order to find it. Same with the rules for Plunder, Infamy, Ship to Ship combat, etc. It seems to be an Achilles' heel of the AP overall. Now that it's out of print, my suggestion to Paizo, if they ever decide to compile it as a hardback in the same vein as earlier APs, is that they consolidate the heck out of it. Lump all the NPCs together in one section. Put all the new rules together. Etc.</p>
<p>2) Where it drags on—day by day as pirates—can be a drudge. You'll have to work with your players, and do a bit of homework as a GM to make it interesting.</p>
<p>3) For a group playing a "non evil pirates" campaign, be prepared to swap out some encounters. This is a bigger challenge in Module 2, where people can be sold into slavery, but still worth mentioning here.</p>
<p>4) Make sure your players have enough resources to survive swarm encounters before they get on the island! I had to cheat a little bit by stuffing a few flasks of alchemist fire and acid in some of the treasure on the island. Otherwise it would have been a TPK after 1-2 botfly encounters.</p>
<p>5) The final encounter is a weird setup that you will have to adjust. Plugg and Scourge give the PCs a short amount of time to get supplies, but at the same time there's no way to run through all the encounters in that time. Maybe make it one of the reasons they are mad at the PCs?</p>
<p>6) The ghouls deserve a story! I made the underwater encounter a bit more interesting and added some plunder for recovering the wreck, otherwise there's absolutely nothing there for anyone.</p>Ear Phantom2017-08-08T21:44:44ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Some Assembly Required (3 stars)CaelibDarkstonehttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2014-09-20T23:36:07Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran this adventure for a group of 5 new players. I cut some encounters and used the fast advancement track due to time constraints. Including building and leveling PCs, the adventure took 20 hours to run.</p>
<p>Richard Pett provides great information to build on here, with 8 fully detailed NPCs (friend and foe) and over a dozen more with enough information to inspire the GM. Even the mundane treasure is interesting. As a GM, though, you'll need to figure out how to introduce a number of the NPCs on your own. Instead of using space to provide advice in this area, the adventure has rules for daily job roles that can quickly get tedious.</p>
<p>The supplementary material for the adventure is solid, although one of the magic items is a bit expensive for the level range. The Life of a Pirate article contains more campaign-specific rules that I found confusing and hard to convey to the players. SKR's article on Besmara is up to his usual high standard, and the fiction should inspire a magic item or 2. The monsters compliment the adventure well, but the pirate familiars are missing any mention of bonuses (or lack thereof) for those who choose them.</p>
<p>Summary: Can be a blast to play, but only if the GM puts in the prep time. Most of the back matter is good quality.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran this adventure for a group of 5 new players. I cut some encounters and used the fast advancement track due to time constraints. Including building and leveling PCs, the adventure took 20 hours to run.</p>
<p>Richard Pett provides great information to build on here, with 8 fully detailed NPCs (friend and foe) and over a dozen more with enough information to inspire the GM. Even the mundane treasure is interesting. As a GM, though, you'll need to figure out how to introduce a number of the NPCs on your own. Instead of using space to provide advice in this area, the adventure has rules for daily job roles that can quickly get tedious.</p>
<p>The supplementary material for the adventure is solid, although one of the magic items is a bit expensive for the level range. The Life of a Pirate article contains more campaign-specific rules that I found confusing and hard to convey to the players. SKR's article on Besmara is up to his usual high standard, and the fiction should inspire a magic item or 2. The monsters compliment the adventure well, but the pirate familiars are missing any mention of bonuses (or lack thereof) for those who choose them.</p>
<p>Summary: Can be a blast to play, but only if the GM puts in the prep time. Most of the back matter is good quality.</p>CaelibDarkstone2014-09-20T23:36:07ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Reading it is Brilliant, Playing it is a Different Story (3 stars)Mark Knightshttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2014-04-01T23:03:38Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I read this module and it immediately hooked me as a GM. This is an excellent, nay brilliant adventure that has much going for it. I put in massive amounts of work to encourage the players to get excited to play this and they were.</p>
<p>But I had not realised the effect this module would have. This module basically is about kidnapping the players, grind them down and subject them to a harsh ship experience. Sure, in the end they rise up and get a ship of their own and escape the yoke of the evil Captain and his minions but the lead up can be very depressing for players that get seriously into character.</p>
<p>This module nearly broke my group. The players in my group got tied up in their characters and it was not pleasurable to see how they attempted to balance who would get the beating and who would not. I felt for them as they felt the helplessness of their characters. In the long run it ended in a massive argument and the group nearly broke up for good. I had to spend a good amount of time rebuilding burnt bridges and assuring them that they were moments away from a great resolution to the module. </p>
<p>In the end I loved how this module read, hated how it played. So this review puts it right in the middle of the ratings. Consider running it (and the AP as a whole is awesome) but be aware of the dangers that lie in it.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I read this module and it immediately hooked me as a GM. This is an excellent, nay brilliant adventure that has much going for it. I put in massive amounts of work to encourage the players to get excited to play this and they were.</p>
<p>But I had not realised the effect this module would have. This module basically is about kidnapping the players, grind them down and subject them to a harsh ship experience. Sure, in the end they rise up and get a ship of their own and escape the yoke of the evil Captain and his minions but the lead up can be very depressing for players that get seriously into character.</p>
<p>This module nearly broke my group. The players in my group got tied up in their characters and it was not pleasurable to see how they attempted to balance who would get the beating and who would not. I felt for them as they felt the helplessness of their characters. In the long run it ended in a massive argument and the group nearly broke up for good. I had to spend a good amount of time rebuilding burnt bridges and assuring them that they were moments away from a great resolution to the module. </p>
<p>In the end I loved how this module read, hated how it played. So this review puts it right in the middle of the ratings. Consider running it (and the AP as a whole is awesome) but be aware of the dangers that lie in it.</p>Mark Knights2014-04-01T23:03:38ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Pulling the Plugg on the Wormwood (5 stars)KeatonFoxhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2013-12-16T09:28:27Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Alright, I'm running this adventure for a second time with a different group simply because of the amount of enjoyment it brings, first things first there will be some minor spoilers within this review, if you're going to play in this as a player- don't read ahead just know its awesome- sorry. Okay</p>
<p>Day 1, my PC's had a tough time picking all of their gear (They're new to pathfinder) Someone took 'Fake footprint shoes' someone got some thieves tools and almost all of them got a class bag and then one of my favorite players took the 'rich parents' feat, I know- Wasted. I warned him he wouldn't be advised but bang-</p>
<p>Now I know this has nothing to do with the adventure but the first thing I got to do as a GM was say... "You awaken in a strange room, one that seems to be rocking side to side lightly, you can hear the creak of the wood around you, each creak pounds like a hammer blow to your head, you feel as though you may have had a few to many as you stand up to get your bearings you notice that all of your gear is gone..." The look on their faces. Amazing, now I wouldn't recommend this to a brand new GM, you need to be able to work with what your players do and on the first day you have a small confined area with around 20 NPC's the players need to interact with, it can be daunting but the NPC's they give in this AP are well written, likeable or down right teachable and destined to be hated by the PCs one thing as well as this book expects the players to be put down, its a different experience from most your job as the GM is to make certain that things that can go wrong, do go wrong for the PCs and when they get their chance for revenge, its brilliant. Long story short, highly recommend the series.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Alright, I'm running this adventure for a second time with a different group simply because of the amount of enjoyment it brings, first things first there will be some minor spoilers within this review, if you're going to play in this as a player- don't read ahead just know its awesome- sorry. Okay</p>
<p>Day 1, my PC's had a tough time picking all of their gear (They're new to pathfinder) Someone took 'Fake footprint shoes' someone got some thieves tools and almost all of them got a class bag and then one of my favorite players took the 'rich parents' feat, I know- Wasted. I warned him he wouldn't be advised but bang-</p>
<p>Now I know this has nothing to do with the adventure but the first thing I got to do as a GM was say... "You awaken in a strange room, one that seems to be rocking side to side lightly, you can hear the creak of the wood around you, each creak pounds like a hammer blow to your head, you feel as though you may have had a few to many as you stand up to get your bearings you notice that all of your gear is gone..." The look on their faces. Amazing, now I wouldn't recommend this to a brand new GM, you need to be able to work with what your players do and on the first day you have a small confined area with around 20 NPC's the players need to interact with, it can be daunting but the NPC's they give in this AP are well written, likeable or down right teachable and destined to be hated by the PCs one thing as well as this book expects the players to be put down, its a different experience from most your job as the GM is to make certain that things that can go wrong, do go wrong for the PCs and when they get their chance for revenge, its brilliant. Long story short, highly recommend the series.</p>KeatonFox2013-12-16T09:28:27ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Ring Side Report-Pathfinder Adventure Path Skull and Shackles-The Wormwood Mutin (3 stars)fine_young_misanthropehttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2013-08-28T00:59:49Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Originally posted on www.throatpunchgames.com </p>
<p>TL;DR-Better then Ok adventure. Has some elements that drag on a bit, but its to be expected in a 1st-3rd level adventure. Definitely worth your time! 3.5/5</p>
<p>Plot-Spoilers ahead!- The PCs wake up on a ship after being kidnapped. They join the crew under the cruel Captain Harrigan. They work as crew for a bit before joining in on their first pirate raid. The crew is split and the PCs are now under the even crueler 2nd in command and his cronies. The ship is damaged in a storm and the PCs have to fix the ship, rescue their friends, and finally mutiny against their captors.</p>
<p>GM Impressions-Good adventure, but it does drag on a bit in the first act. Like any good adventure, the goal is to get the PCs out of the level one “death zone” as quick as possible. If the PCs take a single crit from a goblin, the show is over before it begins! To get past this, the adventure does a series of day job checks. That’s ok, but if nothing really exciting happens for five days, the PCs are just rolling dice. As a GM it gets hard to spice up the fifth day of that. However, the PCs didn’t seem to notice too much and they had a good time. Its fun to really ramp up the hate from the PCs to a villain and then have them kill that person. Its cathartic for them.</p>
<p>Good-You’re pirates in Pathfinder. You don’t have to be good, you’re pirates! Let’s be bad guys!</p>
<p>Bad-Some dragging moments as they PCs have to do menial jobs. Its not heroic, but its grunt work for several days strait.</p>
<p>Final Thoughts-Good adventure, but not the greatest. Memorial cast that you can really ramp up hate for an excellent ending to the adventure. Keep the drag in mind and maybe skip ahead if your players get bored. 3.5/5</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Originally posted on www.throatpunchgames.com </p>
<p>TL;DR-Better then Ok adventure. Has some elements that drag on a bit, but its to be expected in a 1st-3rd level adventure. Definitely worth your time! 3.5/5</p>
<p>Plot-Spoilers ahead!- The PCs wake up on a ship after being kidnapped. They join the crew under the cruel Captain Harrigan. They work as crew for a bit before joining in on their first pirate raid. The crew is split and the PCs are now under the even crueler 2nd in command and his cronies. The ship is damaged in a storm and the PCs have to fix the ship, rescue their friends, and finally mutiny against their captors.</p>
<p>GM Impressions-Good adventure, but it does drag on a bit in the first act. Like any good adventure, the goal is to get the PCs out of the level one “death zone” as quick as possible. If the PCs take a single crit from a goblin, the show is over before it begins! To get past this, the adventure does a series of day job checks. That’s ok, but if nothing really exciting happens for five days, the PCs are just rolling dice. As a GM it gets hard to spice up the fifth day of that. However, the PCs didn’t seem to notice too much and they had a good time. Its fun to really ramp up the hate from the PCs to a villain and then have them kill that person. Its cathartic for them.</p>
<p>Good-You’re pirates in Pathfinder. You don’t have to be good, you’re pirates! Let’s be bad guys!</p>
<p>Bad-Some dragging moments as they PCs have to do menial jobs. Its not heroic, but its grunt work for several days strait.</p>
<p>Final Thoughts-Good adventure, but not the greatest. Memorial cast that you can really ramp up hate for an excellent ending to the adventure. Keep the drag in mind and maybe skip ahead if your players get bored. 3.5/5</p>fine_young_misanthrope2013-08-28T00:59:49ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Buy this book or we'll Keelhaul ye! The Wormwood Mutiny (5 stars)Talyseonhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2013-05-22T14:38:01Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This was right up my alley; I have always loved pirates; both Hollywood and real. Now I got to be one. While being a blood thirsty rogue is not for everyone, the game is well written, balanced, and delightfully exotic. Pass the rum, and read me full review here: <a href="http://bit.ly/1qh6kO6" target="_blank" rel="nofollow">The Wormwood Mutiny</a></p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This was right up my alley; I have always loved pirates; both Hollywood and real. Now I got to be one. While being a blood thirsty rogue is not for everyone, the game is well written, balanced, and delightfully exotic. Pass the rum, and read me full review here: <a href="http://bit.ly/1qh6kO6" target="_blank" rel="nofollow">The Wormwood Mutiny</a></p>Talyseon2013-05-22T14:38:01ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Full of flavor (4 stars)Rigglerhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2013-03-28T04:17:15Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The first section of this adventure aboard the Wormwood could almost be run with your group as one-on-one sessions. As a matter of fact, if I had it to do again, I would probably find a way to do much of it that way. Essentially the party is split for most of the first part of the game. Any effort to make the 20+ NPCs aboard the Wormwood real people takes even more play time. I think I ran as best as I could going in, but it resulted in significantly more downtime during a session for some players as their PCs were "off screen." That's not good for players you are trying to hook into a new campaign. I may have lost two players because of it. (But I gained two more, so no loss) The point is, GMs should know this AP has that weakness in the early parts and if able take steps to decrease downtime of other players. If that means having some one-on-ones, maybe a gaming lunch with dice, or something akin, it would be most helpful.</p>
<p>BUT...this helpless feeling that the first part of the adventure creates makes the payoff mean more. When the PCs start becoming a team and getting to do "missions" as a team, it is such a welcome return to expectations that it increases excitement among the players.</p>
<p>That brings me to the flavor of the AP. Who doesn't want to play a pirate? Well, one of my players actually. But it shocked me, too. As a GM I'm having an absolute ball running this AP, even though it is more prep work than I thought an AP should be. The subject matter is so great and inspiring that I don't mind it. I don't know how far my campaign will stick with future volumes. Hopefully pretty close, as it means less work for me. But if it doesn't. Even if you don't plan on running the remainder of the AP, this volume is a perfect set-up for any pirate or nautical campaign of your own design.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The first section of this adventure aboard the Wormwood could almost be run with your group as one-on-one sessions. As a matter of fact, if I had it to do again, I would probably find a way to do much of it that way. Essentially the party is split for most of the first part of the game. Any effort to make the 20+ NPCs aboard the Wormwood real people takes even more play time. I think I ran as best as I could going in, but it resulted in significantly more downtime during a session for some players as their PCs were "off screen." That's not good for players you are trying to hook into a new campaign. I may have lost two players because of it. (But I gained two more, so no loss) The point is, GMs should know this AP has that weakness in the early parts and if able take steps to decrease downtime of other players. If that means having some one-on-ones, maybe a gaming lunch with dice, or something akin, it would be most helpful.</p>
<p>BUT...this helpless feeling that the first part of the adventure creates makes the payoff mean more. When the PCs start becoming a team and getting to do "missions" as a team, it is such a welcome return to expectations that it increases excitement among the players.</p>
<p>That brings me to the flavor of the AP. Who doesn't want to play a pirate? Well, one of my players actually. But it shocked me, too. As a GM I'm having an absolute ball running this AP, even though it is more prep work than I thought an AP should be. The subject matter is so great and inspiring that I don't mind it. I don't know how far my campaign will stick with future volumes. Hopefully pretty close, as it means less work for me. But if it doesn't. Even if you don't plan on running the remainder of the AP, this volume is a perfect set-up for any pirate or nautical campaign of your own design.</p>Riggler2013-03-28T04:17:15ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Good module but not for everyone. (4 stars)Pryllinhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2013-02-04T06:01:51Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>After being <a href="http://paizo.com/products/btpy8rwc?Pathfinder-Adventure-Path-Skull-Shackles-Players-Guide" target="_blank" rel="nofollow">disappointed by the Skull and Shackles Player's Guide</a>, I was very pleased with <i>The Wormwood Mutiny</i>, the first module in the Skull and Shackles Adventure Path.
<br />
It can be difficult to engage low level characters, especially trying to challenge them without killing them. Richard Pett manages this effectively with a timelined, sandbox environment that allows for plenty of options and danger, with visible consequences for success and failure. While the module starts off with a heavy focus on skill tests and roleplaying, combat becomes a greater focus as the characters gain experience. Throughout, the PCs possess a tangible means of plotting their success as they explore the Wormwood and interact with the other crew.
<br />
While PCs are railroaded originally, their freedom to explore the ship and interact with crew within set boundaries gives them plenty to do. That said, this module will work best with players who actively contribute to the game as opposed to those who sit back and wait to be entertained. This is further complicated by some event triggers that rely on the party to follow certain courses of action and indeed, with a suitably unreactive party, it is possible to miss whole sections of the adventure. That, however, can be the risk with sandbox adventures.
<br />
Overall, a solid adventure with some original ideas and great gameplay but could have been executed better.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>After being <a href="http://paizo.com/products/btpy8rwc?Pathfinder-Adventure-Path-Skull-Shackles-Players-Guide" target="_blank" rel="nofollow">disappointed by the Skull and Shackles Player's Guide</a>, I was very pleased with <i>The Wormwood Mutiny</i>, the first module in the Skull and Shackles Adventure Path.
<br />
It can be difficult to engage low level characters, especially trying to challenge them without killing them. Richard Pett manages this effectively with a timelined, sandbox environment that allows for plenty of options and danger, with visible consequences for success and failure. While the module starts off with a heavy focus on skill tests and roleplaying, combat becomes a greater focus as the characters gain experience. Throughout, the PCs possess a tangible means of plotting their success as they explore the Wormwood and interact with the other crew.
<br />
While PCs are railroaded originally, their freedom to explore the ship and interact with crew within set boundaries gives them plenty to do. That said, this module will work best with players who actively contribute to the game as opposed to those who sit back and wait to be entertained. This is further complicated by some event triggers that rely on the party to follow certain courses of action and indeed, with a suitably unreactive party, it is possible to miss whole sections of the adventure. That, however, can be the risk with sandbox adventures.
<br />
Overall, a solid adventure with some original ideas and great gameplay but could have been executed better.</p>Pryllin2013-02-04T06:01:51ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): A fun AP, but beginners beware. (2 stars)Corren28https://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-09-17T18:47:35Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Overall, not a bad AP but GMs will need to tweak it a bit beyond simply adjusting it to your party's skill level. It starts out incredibly slow. The daily skill checks are monotonous and tedious, slowing the game a great amount. They are necessary, however, for the day to day tasks the PCs will undergo during their time on the Wormwood and allow the PCs to make friends and/or enemies among the crew. Skipping over this tedious process can really hurt the party later on in the adventure unless you make allowances above the table.</p>
<p>The fights themselves are inconsistent. They go from incredibly easy to nearly impossible. At one point a character was killed by a giant moray eel. They were level three, the eel is CR5. The book lists it as a CR4 because it runs instead of fighting to the death, but the stat block is unchanged. The attack modifier and damage is too high. While that in and of itself is a simple fix, this is a recurring theme throughout the AP. The story is fantastic, but GMs can expect a lot of overhaul work to make it playable.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Overall, not a bad AP but GMs will need to tweak it a bit beyond simply adjusting it to your party's skill level. It starts out incredibly slow. The daily skill checks are monotonous and tedious, slowing the game a great amount. They are necessary, however, for the day to day tasks the PCs will undergo during their time on the Wormwood and allow the PCs to make friends and/or enemies among the crew. Skipping over this tedious process can really hurt the party later on in the adventure unless you make allowances above the table.</p>
<p>The fights themselves are inconsistent. They go from incredibly easy to nearly impossible. At one point a character was killed by a giant moray eel. They were level three, the eel is CR5. The book lists it as a CR4 because it runs instead of fighting to the death, but the stat block is unchanged. The attack modifier and damage is too high. While that in and of itself is a simple fix, this is a recurring theme throughout the AP. The story is fantastic, but GMs can expect a lot of overhaul work to make it playable.</p>Corren282012-09-17T18:47:35ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): The first AP I've run in Pathfinder (4 stars)Warranthttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-08-17T23:12:01Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Good: The adventurers have a nice mix of shipboard life, land-lubbing autonomy, and the NPC's detailed are fleshed out nicely and really come to life.</p>
<p>The Bad: The endless days upon ship splitting up tasks amongst four players can get tedious and drag on as each gets multiple interaction (separate....DON'T SPLIT THE PARTY)opportunities every day.</p>
<p>The Ugly: Some NPC's weren't fleshed out at all, and so it was hard to divert PC attention from some of the key crew members. Exploring the ship stealthily seemed a little contrived and farfetched for my taste.</p>
<p>The Wormwood Mutiny is a fun way to get the characters into the pirate way of life. I agree with the press-gang mentality of the adventure, and I basically started the PC's with little to nothing in the way of gear and everything they got was scrounged up.</p>
<p>There wasn't enough info on the Wormwood's magic user, Longfarthing, but the rest of the PC's were pretty well fleshed out. </p>
<p>The end scene was a little too much Roger-Rabbit for my likes and I had to modify the ending somewhat to make due in the interest of time.</p>
<p>I wasn't much of a fan with the dynamic of sneaking around the ship, it seems a little too contrived and with no where to go, anyone stealing something could be caught with a full ship health-and-welfare inspection. Also the number of days spent on sea had to be compressed somewhat as 17-odd days of doing the tasks and having each player in their own little world interacting with PC's can make for very loooong drawn out gaming sessions.</p>
<p>Overall I think the adventure went well and the party was excited to exact their revenge upon Plugg and Scourge, the fact that the players had such enmity against the antagonists means that the press-ganging and pirate justice had the desired effect. These NPC's were not just regarded with the usual apathy that villains usually engender.</p>
<p>All in all four stars.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Good: The adventurers have a nice mix of shipboard life, land-lubbing autonomy, and the NPC's detailed are fleshed out nicely and really come to life.</p>
<p>The Bad: The endless days upon ship splitting up tasks amongst four players can get tedious and drag on as each gets multiple interaction (separate....DON'T SPLIT THE PARTY)opportunities every day.</p>
<p>The Ugly: Some NPC's weren't fleshed out at all, and so it was hard to divert PC attention from some of the key crew members. Exploring the ship stealthily seemed a little contrived and farfetched for my taste.</p>
<p>The Wormwood Mutiny is a fun way to get the characters into the pirate way of life. I agree with the press-gang mentality of the adventure, and I basically started the PC's with little to nothing in the way of gear and everything they got was scrounged up.</p>
<p>There wasn't enough info on the Wormwood's magic user, Longfarthing, but the rest of the PC's were pretty well fleshed out. </p>
<p>The end scene was a little too much Roger-Rabbit for my likes and I had to modify the ending somewhat to make due in the interest of time.</p>
<p>I wasn't much of a fan with the dynamic of sneaking around the ship, it seems a little too contrived and with no where to go, anyone stealing something could be caught with a full ship health-and-welfare inspection. Also the number of days spent on sea had to be compressed somewhat as 17-odd days of doing the tasks and having each player in their own little world interacting with PC's can make for very loooong drawn out gaming sessions.</p>
<p>Overall I think the adventure went well and the party was excited to exact their revenge upon Plugg and Scourge, the fact that the players had such enmity against the antagonists means that the press-ganging and pirate justice had the desired effect. These NPC's were not just regarded with the usual apathy that villains usually engender.</p>
<p>All in all four stars.</p>Warrant2012-08-17T23:12:01ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Flawed start but well-rounded (4 stars)Scissors Lizardhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-07-25T19:31:54Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This adventure path has some magnificent elements, but I fear this book will be off-putting for some. The players start off in bad shape, and for about 2 sessions will have to put up with being robbed, railroaded, abused, and put through a very Sixfold Trial-esque series of jobs/punishments that will test their endurance and willingness to put up with miserable circumstances (and in this case they are so low-level they don't even have access to many creative options to ease their pain). Assuming you roleplay the NPCs well and help the players to channel their frustrations toward fixing the situation rather than quitting, it should go alright. </p>
<p>The second half of the adventure is more fun, but there are still some encounters that were, frankly, unreasonable. CR4 swarms that move faster than the players and have 31hp are borderline unbeatable at level 3 in most parties, and the wealth of underwater combat, especially with the horrible-monster-which-shall-remain-unnamed in the final dungeon, might have been excessively taxing. It needs a difficulty adjustment, and your players need to be given some leeway or at least a clear warning at the beginning to avoid an instant-derail.</p>
<p>The good: The adventure has a good balance of roleplay, dungeons, and exploration. This is one thing Pett does very well.</p>
<p>TL:RD - Stick it out, because the rest of the AP seems like it will run a lot smoother. This book is fine if you make adjustments and keep things moving, or if your players are very patient.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This adventure path has some magnificent elements, but I fear this book will be off-putting for some. The players start off in bad shape, and for about 2 sessions will have to put up with being robbed, railroaded, abused, and put through a very Sixfold Trial-esque series of jobs/punishments that will test their endurance and willingness to put up with miserable circumstances (and in this case they are so low-level they don't even have access to many creative options to ease their pain). Assuming you roleplay the NPCs well and help the players to channel their frustrations toward fixing the situation rather than quitting, it should go alright. </p>
<p>The second half of the adventure is more fun, but there are still some encounters that were, frankly, unreasonable. CR4 swarms that move faster than the players and have 31hp are borderline unbeatable at level 3 in most parties, and the wealth of underwater combat, especially with the horrible-monster-which-shall-remain-unnamed in the final dungeon, might have been excessively taxing. It needs a difficulty adjustment, and your players need to be given some leeway or at least a clear warning at the beginning to avoid an instant-derail.</p>
<p>The good: The adventure has a good balance of roleplay, dungeons, and exploration. This is one thing Pett does very well.</p>
<p>TL:RD - Stick it out, because the rest of the AP seems like it will run a lot smoother. This book is fine if you make adjustments and keep things moving, or if your players are very patient.</p>Scissors Lizard2012-07-25T19:31:54ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Railroaded from the start. (2 stars)David Eberharthttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-06-28T04:26:28Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I have to agree with the earlier review who said the key to this module is having players say, "cool we are pirates!" Other than that it has a very trickey start. Players are pressed into service by pirates. Players have to survive being pirates. Players get revenge on the bully and sail off into the sunset.</p>
<p>What I was hoping for was multiple ways for the party to get involved with the wormwood. Other than just pressing the party into service, why not have the local government ask the P.C.s to infiltrate the pirates. This would make a tense situation even more deadly but it would up the ante. The party could then be on the look out for Mr. Plugg and have a vested intressed in bringing him to justice. </p>
<p>Lots of good parts to roleplay with some great NPCs but still a little cliche for the start.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I have to agree with the earlier review who said the key to this module is having players say, "cool we are pirates!" Other than that it has a very trickey start. Players are pressed into service by pirates. Players have to survive being pirates. Players get revenge on the bully and sail off into the sunset.</p>
<p>What I was hoping for was multiple ways for the party to get involved with the wormwood. Other than just pressing the party into service, why not have the local government ask the P.C.s to infiltrate the pirates. This would make a tense situation even more deadly but it would up the ante. The party could then be on the look out for Mr. Plugg and have a vested intressed in bringing him to justice. </p>
<p>Lots of good parts to roleplay with some great NPCs but still a little cliche for the start.</p>David Eberhart2012-06-28T04:26:28ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): All I expected and more (5 stars)LeDuchttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-05-30T04:12:47Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Wormwood Mutiny is the first adventure path that I have attempted to be a GM for; expecting to go into this without much of a clue as to how to run the adventure; but after taking the time to run it; I am pleased with what I have found. The adventure started off a touch rocky but I bring that down to my own abilities. This being said though it is an adventure path I have enjoyed, and am looking forward to the follow up adventures and want to see what I will be putting my players through.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Wormwood Mutiny is the first adventure path that I have attempted to be a GM for; expecting to go into this without much of a clue as to how to run the adventure; but after taking the time to run it; I am pleased with what I have found. The adventure started off a touch rocky but I bring that down to my own abilities. This being said though it is an adventure path I have enjoyed, and am looking forward to the follow up adventures and want to see what I will be putting my players through.</p>LeDuc2012-05-30T04:12:47ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): First Timer (5 stars)danmasuccihttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-05-14T03:31:19Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This is the first AP I've picked up. I won't run it for a few months as I finish up my home brewed campaign first but I did give it a read. This is how an adventure should be! It should be flat out fun to read, it should motivate GMs to run it, and players should be excited to play it. The Wormwood Mutiny does exactly that.</p>
<p>Besides some cool combat encounters, there are plenty of role playing opportunities. This will put tremendous pressure on the GM to perform for the numerous NPCs but there is a good deal of background information on major players in the adventure.</p>
<p>This is a very solid product and I'm looking forward to running the entire path for my group. Thank you Paizo!</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>This is the first AP I've picked up. I won't run it for a few months as I finish up my home brewed campaign first but I did give it a read. This is how an adventure should be! It should be flat out fun to read, it should motivate GMs to run it, and players should be excited to play it. The Wormwood Mutiny does exactly that.</p>
<p>Besides some cool combat encounters, there are plenty of role playing opportunities. This will put tremendous pressure on the GM to perform for the numerous NPCs but there is a good deal of background information on major players in the adventure.</p>
<p>This is a very solid product and I'm looking forward to running the entire path for my group. Thank you Paizo!</p>danmasucci2012-05-14T03:31:19ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Great but dealing with challenge (4 stars)AbbadonElvryhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-05-09T03:18:51Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>So far I am enjoying running this game. After a while my player started to like it to. They didn't really care for the start and I had one player die 3 time cause he just kept want to kill the Captain and couldn't take the hint from anyone not to. After we got through their complaints it started going smoothly. I'm looking forward to the rest.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>So far I am enjoying running this game. After a while my player started to like it to. They didn't really care for the start and I had one player die 3 time cause he just kept want to kill the Captain and couldn't take the hint from anyone not to. After we got through their complaints it started going smoothly. I'm looking forward to the rest.</p>AbbadonElvry2012-05-09T03:18:51ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): A departure from the standard AP. (4 stars)zagnabbithttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-29T21:23:42Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p><i>The Wormwood Mutiney</i> is a welcome departure from the standard AP that Paizo is so well known for. To begin with this starter doesn't have the players automatically set up as "heroes" or as the masters of their own destiny. The players begin the adventure as press ganged sailors on a pirate ship very much at the mercy of some very unsavory NPCs. This creates an interesting situation where the PCs must learn to get along, make friends, not lose their cool and gear up slowly.
<br />
Without spoiling it, I feel obliged to make two observations.
<br />
#1. This is an incredibly RP intensive story. There are more than 20 NPCs that the players will, at some level, interact with. That means that there are 20 NPCs that a GM will need to juggle and play.
<br />
#2. The entire cast is made up of pirates or wannabe pirates. The encounters are quick and dirty and the events on the ship are such that players will need to be prepped in certain groups that some bad stuff is going to happen and that they might not be able to do ANYthing about it.
<br />
These two observations combined lead me to the conclusion that this is an AP that will be set up for a more mature and/or experienced audience. Far to many adventures allow PCs to run roughshod over the game world, this is not one of those adventures. </p>
<p>Mechanically the adventure is set up to do some remarkable things. First off it incorporates skills that many times are ignored or shortchanged. Profession skills like Sailor, Siege Engineer and Carpenter get some potential love as do Craft skills like Cooking.
<br />
There are some very simple gambling games built in to the story that can be pursued or not, depending on your group's preferences. There is also the ability to run a "black market" of stolen or controlled goods if that's the sort of thing your players might get into. Neither of these things are fleshed out crunch wise, but they really don't need to be. </p>
<p>Map wise, this adventure is very direct. A single flip mat,<i> Pirate Ship</i> and the <i>Ship's Cabins</i> will get you through most of the adventure. This is nice since I think this is something not done enough. </p>
<p>If I have a complaint about this adventure, it is that I do perceive the possibility that it could be run through very quickly. It's also potentially lethal for inexperienced players. On the upside it would be relatively east to restart after a TPK. </p>
<p>I'm not a huge fan of Pirates as an RPG theme, this module has however brightened my outlook. Mr. Pett is obviously well versed in piratical matters, and it shows in the depth of his work. This is not an adventure on a pirate ship, it's a Pirate Adventure with all of the little nuances that go with it. The plot manages to strike an excellent balance between the Railroad and the Sandbox while letting characters become not just pirates but residents of a pirate ship. </p>
<p>The end result is excellent.
<br />
I'd rate 4.5 stars if that were an option.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p><i>The Wormwood Mutiney</i> is a welcome departure from the standard AP that Paizo is so well known for. To begin with this starter doesn't have the players automatically set up as "heroes" or as the masters of their own destiny. The players begin the adventure as press ganged sailors on a pirate ship very much at the mercy of some very unsavory NPCs. This creates an interesting situation where the PCs must learn to get along, make friends, not lose their cool and gear up slowly.
<br />
Without spoiling it, I feel obliged to make two observations.
<br />
#1. This is an incredibly RP intensive story. There are more than 20 NPCs that the players will, at some level, interact with. That means that there are 20 NPCs that a GM will need to juggle and play.
<br />
#2. The entire cast is made up of pirates or wannabe pirates. The encounters are quick and dirty and the events on the ship are such that players will need to be prepped in certain groups that some bad stuff is going to happen and that they might not be able to do ANYthing about it.
<br />
These two observations combined lead me to the conclusion that this is an AP that will be set up for a more mature and/or experienced audience. Far to many adventures allow PCs to run roughshod over the game world, this is not one of those adventures. </p>
<p>Mechanically the adventure is set up to do some remarkable things. First off it incorporates skills that many times are ignored or shortchanged. Profession skills like Sailor, Siege Engineer and Carpenter get some potential love as do Craft skills like Cooking.
<br />
There are some very simple gambling games built in to the story that can be pursued or not, depending on your group's preferences. There is also the ability to run a "black market" of stolen or controlled goods if that's the sort of thing your players might get into. Neither of these things are fleshed out crunch wise, but they really don't need to be. </p>
<p>Map wise, this adventure is very direct. A single flip mat,<i> Pirate Ship</i> and the <i>Ship's Cabins</i> will get you through most of the adventure. This is nice since I think this is something not done enough. </p>
<p>If I have a complaint about this adventure, it is that I do perceive the possibility that it could be run through very quickly. It's also potentially lethal for inexperienced players. On the upside it would be relatively east to restart after a TPK. </p>
<p>I'm not a huge fan of Pirates as an RPG theme, this module has however brightened my outlook. Mr. Pett is obviously well versed in piratical matters, and it shows in the depth of his work. This is not an adventure on a pirate ship, it's a Pirate Adventure with all of the little nuances that go with it. The plot manages to strike an excellent balance between the Railroad and the Sandbox while letting characters become not just pirates but residents of a pirate ship. </p>
<p>The end result is excellent.
<br />
I'd rate 4.5 stars if that were an option.</p>zagnabbit2012-04-29T21:23:42ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Normally Sand and Ships Don't Mix... (5 stars)Rexxhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-27T16:06:53Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Wormwood Mutiny is the ideal starter adventure for the GMs who wish they could write all their own material but the realities of a career and family prevent it. I like to take material that is presented and "make it my own", adjusting the material with my own flair that will appeal to my players. Translation: I love my adventures to be "sandbox". The Wormwood Mutiny does this is spades, providing an outstanding outline to follow and the "guts" of a vile pirate ship to mold into my own. Thank you! Everything that happens in-between being press-ganged, capturing a merchant ship, and having a successful mutiny should be uniquely different for each GM's play of the adventure and that's the way it should be. There are enough railroad tracks to follow if the GM needs it too (like the grindylow lair, a bit forced, but the GM/players need to get familiar with underwater situation sooner than later).</p>
<p>I am not a big "pirate" fan, but as I began to read the .pdf I couldn't stop, making this the first AP issue I read "cover-to-cover" before I had the real cover in my hands. Kudos gentlemen! My players are stoked as well and I could have two tables of this going before I know it.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The Wormwood Mutiny is the ideal starter adventure for the GMs who wish they could write all their own material but the realities of a career and family prevent it. I like to take material that is presented and "make it my own", adjusting the material with my own flair that will appeal to my players. Translation: I love my adventures to be "sandbox". The Wormwood Mutiny does this is spades, providing an outstanding outline to follow and the "guts" of a vile pirate ship to mold into my own. Thank you! Everything that happens in-between being press-ganged, capturing a merchant ship, and having a successful mutiny should be uniquely different for each GM's play of the adventure and that's the way it should be. There are enough railroad tracks to follow if the GM needs it too (like the grindylow lair, a bit forced, but the GM/players need to get familiar with underwater situation sooner than later).</p>
<p>I am not a big "pirate" fan, but as I began to read the .pdf I couldn't stop, making this the first AP issue I read "cover-to-cover" before I had the real cover in my hands. Kudos gentlemen! My players are stoked as well and I could have two tables of this going before I know it.</p>Rexx2012-04-27T16:06:53ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Filling but bland (3 stars)hallowsinderhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-26T15:09:05Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The most telling thing about this adventure for me is that when I read it through, only two encounters stood out to me and got me oohing and ahhing about them, thinking about how I would present it to the players. Neither of these encounters are actually in the adventure, as they were the Kelpie's Wake, which definitely won't show up, and the ooze ship, which you can have show up if you want.</p>
<p>This adventure is a satisfactory adventure, but there's really nothing unique about it other than "You're pirates! Isn't that cool?" It relies entirely on the fact that your players will be infatuated with the idea of being pirates (which they may be!) to make up for the fact that there's nothing really that interesting going on.</p>
<p>Unless your players truly love the opportunity to get revenge on Mr. Plugg• and plot that mutiny, there's really nothing fun in this adventure unless they make that fun for themselves, since the fact that they're pirates doesn't mean a whole lot for this part of the adventure path.</p>
<p>•And I imagine some groups will be apathetic about him, it's a fickle game manipulating the emotions of your group.</p>
<p>Don't get me wrong, it's a solid adventure, it's just nothing special. And when I'm paying 20 bucks, I expect something special.</p>
<p>Unless my players truly love this AP when we play through it, I probably won't be buying the rest.</p>
<p>~I've since played through the initial part of this adventure with the players.. And so far, they can't even remember who Plugg is, and they laugh at Scourge (who has so far managed an uninterrupted string of natural 1s whenever he tries to whip them.) On the other hand, they love Conchobhar and being pirates, rigging games and winning bet. All in all, after playing it, I still settle on three stars.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>The most telling thing about this adventure for me is that when I read it through, only two encounters stood out to me and got me oohing and ahhing about them, thinking about how I would present it to the players. Neither of these encounters are actually in the adventure, as they were the Kelpie's Wake, which definitely won't show up, and the ooze ship, which you can have show up if you want.</p>
<p>This adventure is a satisfactory adventure, but there's really nothing unique about it other than "You're pirates! Isn't that cool?" It relies entirely on the fact that your players will be infatuated with the idea of being pirates (which they may be!) to make up for the fact that there's nothing really that interesting going on.</p>
<p>Unless your players truly love the opportunity to get revenge on Mr. Plugg• and plot that mutiny, there's really nothing fun in this adventure unless they make that fun for themselves, since the fact that they're pirates doesn't mean a whole lot for this part of the adventure path.</p>
<p>•And I imagine some groups will be apathetic about him, it's a fickle game manipulating the emotions of your group.</p>
<p>Don't get me wrong, it's a solid adventure, it's just nothing special. And when I'm paying 20 bucks, I expect something special.</p>
<p>Unless my players truly love this AP when we play through it, I probably won't be buying the rest.</p>
<p>~I've since played through the initial part of this adventure with the players.. And so far, they can't even remember who Plugg is, and they laugh at Scourge (who has so far managed an uninterrupted string of natural 1s whenever he tries to whip them.) On the other hand, they love Conchobhar and being pirates, rigging games and winning bet. All in all, after playing it, I still settle on three stars.</p>hallowsinder2012-04-26T15:09:05ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Great resource (4 stars)barry stevenshttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-26T13:02:37Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I don't play Pathfinder, but like many, I love the stuff and I look to include it in my gaming whenever I can. Not everything Paizo produce is great, but so far I've always enjoyed their Adventure Path initial offerings. There's something special about level 1 adventures. I guess it's the fresh feeling of starting something new, something with potential. Of course, these don't always become classic oft remembered campaigns, but they could do, and that's exciting. </p>
<p>This adventure is part one of a 6 part campaign called Skull and Shackles. It's about pirates, and that's almost all you need to know. This is a genre well served by the RPG hobby, so I was interested to see what Paizo could bring to the party. </p>
<p>One of the things that Paizo does so well, and continues with this adventure, is to go to real world myth and legend to inform its stories. Even though it's set in a fantasy world, with dungeons and dragons aplenty, there's deep rooted and respectful research running through the whole endeavour. Within this adventure you can check off at least a dozen piratical must haves, including press ganging, parrots, boarding actions, digging for treasure, floggings and more. </p>
<p>The detail provided is both broad and deep. The ship, it's crew and it's journey are spelled out and started out comprehensively. It's almost too much, but better to have the detail there than not. The party will be on a ship for 21 days, and every day brings something new to the story. The conditions are cramped and brutal. In fact, one of my worries is just how brutal this could be. This scenario needs some mature players, as the temptation to fight back against the odds will be strong, and will end up with dead PCs pretty promptly. Infractions on the ship are Not brooked and the punishments are potentially deadly. </p>
<p>Even if the PCs keep their heads down (and that makes for a dull adventure) the NPCs will be pursuing their own agenda, and there's plenty of those aboard. What's not immediately obvious to the party is that they need to win friends and influence people, not slay every creature that crosses their paths. Given that their captain is 16th level, that's a clue that they'll need to use their wits first and sword and spell second. And even that assumes they can get a hold of their kit, which is not a given. </p>
<p>The GM has an awful lot of info to maintain. I would absolutely have to get myself organised before running this. Whether that be spreadsheets or index cards, or a bunch of sticky notes, I would recommend several careful reads before starting. </p>
<p>The fact is, the story that unfolds is pretty standard, but the level of interaction available to the party is enormous. Every nook and cranny of the ship and it's crew is explored. Every days events are detailed. The author has packed so much content into this that he has had to supply a list of potential ship actions that the pcs will use to squeeze in their extracurricular activities. The party are kept so busy just staying alive that they really have to work hard to push their agenda. </p>
<p>And therein lies the dilemma with this adventure. If your group likes to improvise and roleplay their way through obstacles, then large parts of the text will be 'wasted'. On the other hand, there's enough content here to play through this entirely with dice rolls, and it wouldn't be a bad game at all. But in doing that, the GM really becomes more of a referee than a guide. Obviously, groups will find their own way, but be prepared to not use every piece of the adventure provided, I just don't think you can. </p>
<p>The second half of the adventure becomes less constrained and the party will get the opportunity to play in a more traditional exploration and combat style. In fact, the difference in tone is like day and night. I wonder if it's possible for groups to love both halves of this adventure? </p>
<p>As with all APs, the adventure is only part of the deal. You also get a serial, this time written by Robin Laws (I loved it), as well as essays on pirate life, Besmara the goddess of pirates, and a bestiary. </p>
<p>Overall, this is a great package. Whether or not you continue the campaign through the rest of the AP is immaterial. This is a super detailed resource that could launch any nautical campaign, in any ruleset. In fact, most other pirate themed adventures would skate over the detail provided here, and simply rely on the groups knowledge of films and stories. This book puts in the hard work for you. It provides a lot of structure, and absolutely delivers a pirate tale with aplomb. It's a challenge, both to run and to play, but worth every minute.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I don't play Pathfinder, but like many, I love the stuff and I look to include it in my gaming whenever I can. Not everything Paizo produce is great, but so far I've always enjoyed their Adventure Path initial offerings. There's something special about level 1 adventures. I guess it's the fresh feeling of starting something new, something with potential. Of course, these don't always become classic oft remembered campaigns, but they could do, and that's exciting. </p>
<p>This adventure is part one of a 6 part campaign called Skull and Shackles. It's about pirates, and that's almost all you need to know. This is a genre well served by the RPG hobby, so I was interested to see what Paizo could bring to the party. </p>
<p>One of the things that Paizo does so well, and continues with this adventure, is to go to real world myth and legend to inform its stories. Even though it's set in a fantasy world, with dungeons and dragons aplenty, there's deep rooted and respectful research running through the whole endeavour. Within this adventure you can check off at least a dozen piratical must haves, including press ganging, parrots, boarding actions, digging for treasure, floggings and more. </p>
<p>The detail provided is both broad and deep. The ship, it's crew and it's journey are spelled out and started out comprehensively. It's almost too much, but better to have the detail there than not. The party will be on a ship for 21 days, and every day brings something new to the story. The conditions are cramped and brutal. In fact, one of my worries is just how brutal this could be. This scenario needs some mature players, as the temptation to fight back against the odds will be strong, and will end up with dead PCs pretty promptly. Infractions on the ship are Not brooked and the punishments are potentially deadly. </p>
<p>Even if the PCs keep their heads down (and that makes for a dull adventure) the NPCs will be pursuing their own agenda, and there's plenty of those aboard. What's not immediately obvious to the party is that they need to win friends and influence people, not slay every creature that crosses their paths. Given that their captain is 16th level, that's a clue that they'll need to use their wits first and sword and spell second. And even that assumes they can get a hold of their kit, which is not a given. </p>
<p>The GM has an awful lot of info to maintain. I would absolutely have to get myself organised before running this. Whether that be spreadsheets or index cards, or a bunch of sticky notes, I would recommend several careful reads before starting. </p>
<p>The fact is, the story that unfolds is pretty standard, but the level of interaction available to the party is enormous. Every nook and cranny of the ship and it's crew is explored. Every days events are detailed. The author has packed so much content into this that he has had to supply a list of potential ship actions that the pcs will use to squeeze in their extracurricular activities. The party are kept so busy just staying alive that they really have to work hard to push their agenda. </p>
<p>And therein lies the dilemma with this adventure. If your group likes to improvise and roleplay their way through obstacles, then large parts of the text will be 'wasted'. On the other hand, there's enough content here to play through this entirely with dice rolls, and it wouldn't be a bad game at all. But in doing that, the GM really becomes more of a referee than a guide. Obviously, groups will find their own way, but be prepared to not use every piece of the adventure provided, I just don't think you can. </p>
<p>The second half of the adventure becomes less constrained and the party will get the opportunity to play in a more traditional exploration and combat style. In fact, the difference in tone is like day and night. I wonder if it's possible for groups to love both halves of this adventure? </p>
<p>As with all APs, the adventure is only part of the deal. You also get a serial, this time written by Robin Laws (I loved it), as well as essays on pirate life, Besmara the goddess of pirates, and a bestiary. </p>
<p>Overall, this is a great package. Whether or not you continue the campaign through the rest of the AP is immaterial. This is a super detailed resource that could launch any nautical campaign, in any ruleset. In fact, most other pirate themed adventures would skate over the detail provided here, and simply rely on the groups knowledge of films and stories. This book puts in the hard work for you. It provides a lot of structure, and absolutely delivers a pirate tale with aplomb. It's a challenge, both to run and to play, but worth every minute.</p>barry stevens2012-04-26T13:02:37ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Excellent RP opportunities abound! (5 stars)baronbloodbathhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-23T04:45:02Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran the early part of this AP this afternoon, after my players took what seemed like forever to generate characters. They thoroughly hate Mister Plugg now....just after 90 minutes of gameplay. If this AP can invoke that kind of emotion in your players, you can guarantee there will be an enjoyable game. It's full of interesting NPCs and new rules that have me very excited to be back in the GM's seat.</p>
<p>In the player guide, paladins are singled out as a poor choice for initial character. I disagree. There are many opportunities to use Charisma based skills like Diplomacy, and the LG alignment restriction isn't too terribly big a deal. I interpret "lawful" to mean honorable, or following a code. You can be a code following, honorable pirate paladin without much trouble (at least as far as I've seen so far.)</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>I ran the early part of this AP this afternoon, after my players took what seemed like forever to generate characters. They thoroughly hate Mister Plugg now....just after 90 minutes of gameplay. If this AP can invoke that kind of emotion in your players, you can guarantee there will be an enjoyable game. It's full of interesting NPCs and new rules that have me very excited to be back in the GM's seat.</p>
<p>In the player guide, paladins are singled out as a poor choice for initial character. I disagree. There are many opportunities to use Charisma based skills like Diplomacy, and the LG alignment restriction isn't too terribly big a deal. I interpret "lawful" to mean honorable, or following a code. You can be a code following, honorable pirate paladin without much trouble (at least as far as I've seen so far.)</p>baronbloodbath2012-04-23T04:45:02ZPathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG): Thunderous opening for a High Seas Adventure (5 stars)Chthonian Sunhttps://paizo.com/products/btpy8rcc?Pathfinder-Adventure-Path-55-The-Wormwood-Mutiny2012-04-21T16:45:28Z<p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Having just finished reading the Jade Regent Adventure Path, the first volume of Skull and Shackles blew through me like a breath of fresh air. </p>
<p>This introduction to a pirate's life shines through with the author's love of and firm grasp on the myth of the occidental pirate. A fine blend of the mundane and horrible life of a real pirate seasoned liberally with the excitement and wonder of the piratical myth combine to reawaken in me the excitement of Treasure Island, Pirates of the Caribbean, and Peter Pan.</p>
<p>This first volume is relatively light on the supernatural, but bursting with wonderful opportunities to role-play and is sufficiently strewn with combat to keep the grid-strategists happy. The emphasis here is much more on the atmosphere of living on a pirate boat than on Pathfinder combat.</p>
<p>If this module is a good guide to the entire Adventure Path, expect plenty of opportunities to live the life of a pirate as grand as any in history, your name whispered and feared throughout the Inner Sea. This module is somewhat more RP heavy than Jade Regent was, but the Path should satisfy those looking for crunch with entirely new combat rules for high seas combat and some real use for all those skills usually ignored... I'm looking at you Profession(Siege Engineer).</p>
<p>I won't say more for fear of spoilers, but I suspect if you bear any love for Pirates (Sid Meier's in particular..) you will love this module and are doing yourself a disservice if you don't run/play in it.</p><p><b>Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)</b></p><p>Having just finished reading the Jade Regent Adventure Path, the first volume of Skull and Shackles blew through me like a breath of fresh air. </p>
<p>This introduction to a pirate's life shines through with the author's love of and firm grasp on the myth of the occidental pirate. A fine blend of the mundane and horrible life of a real pirate seasoned liberally with the excitement and wonder of the piratical myth combine to reawaken in me the excitement of Treasure Island, Pirates of the Caribbean, and Peter Pan.</p>
<p>This first volume is relatively light on the supernatural, but bursting with wonderful opportunities to role-play and is sufficiently strewn with combat to keep the grid-strategists happy. The emphasis here is much more on the atmosphere of living on a pirate boat than on Pathfinder combat.</p>
<p>If this module is a good guide to the entire Adventure Path, expect plenty of opportunities to live the life of a pirate as grand as any in history, your name whispered and feared throughout the Inner Sea. This module is somewhat more RP heavy than Jade Regent was, but the Path should satisfy those looking for crunch with entirely new combat rules for high seas combat and some real use for all those skills usually ignored... I'm looking at you Profession(Siege Engineer).</p>
<p>I won't say more for fear of spoilers, but I suspect if you bear any love for Pirates (Sid Meier's in particular..) you will love this module and are doing yourself a disservice if you don't run/play in it.</p>Chthonian Sun2012-04-21T16:45:28Z