So when going after allies, Sandara Quinn is mentioned. It saysshe can travel with the PCs, but it seems more like she struck off on her own at some point. Is there a place where it calls this out that she's leaving in the earlier books? If so, I missed it.
So when going after allies, Sandara Quinn is mentioned. It saysshe can travel with the PCs, but it seems more like she struck off on her own at some point. Is there a place where it calls this out that she's leaving in the earlier books? If so, I missed it.
It depends on what has happened with your group and leaves it open to either option.
If she left the PCs at some point along the way, then she can be sought out as described since she will have embarked on her own career path.
If she stayed with the PCs throughout the AP up until this point, she can't be used as an external ally since she has no other resources to offer.
I'm wondering about the Gannet Island fortress - there's a couple of things in the central fort which don't seem to match up:
The stairs are 1 longer upstairs.
The ground floor is 6x9, the 2nd floor is 4x9, and the curved tower is shifted back 5'. It's pretty easy to presume it's build like that, but I'm curious if that's what was intended.
Normally I wouldn't care, but I'm attempting to build it in 3d for miniatures, and these things are not structurally awesome. :)
Areas D6 and D7 are difficult to reach, according to the map.
D6 needs a squeeze through either 2' gap from D3, or 1' gap from D7. D7 pretty much requires you go up to the second floor, if you're freshing the food supplies there.
I have read through and jotted a few ideas that I want to change but to be honest its such a long way off before I get round to part 5 and 6 that it's just not worth going in to too much detail yet as things may change (we have been playing for 28 3 hour session and havn't even reach Tidewater Rock yet, my group is just enjoying the game and are in no hurry yet. At a guess as we have a round robin and another Gm will be doing his savage world game next I would say it will be another year or 2 yet before I get to part 5). Its quiet possible that others are the same as the AP only finished being released in August last year....
I have read through and jotted a few ideas that I want to change but to be honest its such a long way off before I get round to part 5 and 6 that it's just not worth going in to too much detail yet as things may change (we have been playing for 28 3 hour session and havn't even reach Tidewater Rock yet, my group is just enjoying the game and are in no hurry yet. At a guess as we have a round robin and another Gm will be doing his savage world game next I would say it will be another year or 2 yet before I get to part 5). Its quiet possible that others are the same as the AP only finished being released in August last year....
k... well we played 6-8 hour sessions, 2-3 times a month. Explains the higher throughput^^
The... scarcity of comments for parts 5 and 6 is sort of... odd. Or does everyone modify these parts beyond recognition ?
We’re halfway through book 5. I too was wondering if many didn’t go off the beaten path. I was tempted myself. I ran a lot of little side treks. I have a whole host of maritime adventure material plus the very well written Guide to the Shackles (which itself spawns tons of ideas). So I wanted to use them in the sandbox vein of “let them sail where they may and the currents bring them adventure”.
Spoiler:
But…sometime toward the end of book 3 I realized I wanted to stick closer to the AP’s storyline even if modified here and there, rather than spending the whole campaign with them sailing about terrorizing the shipping lanes. Book 3’s hunt for the traitor carrot-and-stick approach turned me off so much I cannibalized most of the stat blocks and locations with other stories attached. Did they still uncover proof of a traitor? Yes. Did they eventually decide to run the Captain’s Regatta? Yes. They conquered the Island of Empty Eyes, threw the party and loved the chance to sway votes at the Pirate’s Council, which I never saw coming. There’s a lot of really great stories in here, just getting to them is an exercise in modification!
Now, in the thick of book 5 there’s more of sailing around to put together pieces of the story puzzle. And I again cannibalized many stats from this and twisted them into their own tales. This book isn’t running very much at all as the writer intended, I’m sure, but by the end I’m confident the story will still be intact. They’re already gathering a fleet and are getting ready to face Harrigan.
The whole idea of going to get a legendary weapon going into the home stretch is a fairly common staple of the AP’s and it doesn’t usually meet with approval from my players (too video-gamey I suppose). So I stole liberally from Open Design’s To the Edge of the World adventure and merged it with the island of the Black Tower to make it more dynamic. They love it.
To sum up, after the awesome start and set-up of books 1 and 2, and with groups wanting control of their own destiny when presented with the open seas, I bet there are plenty of groups who go their own way. After all…pirates.
The final two books have seen heavy reworking on my part, mainly because my players are conniving and find ways to change the landscape on a daily basis.
However, we are preparing for our final S&S Session soon.