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What do you do when you've gone through the entire Skull and Shackles adventure path for the PACG? Rearrange the cards and do it again!
The Bloodlust Corsairs adventure path is an entirely new 35-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Skull and Shackles base set and its six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). It includes two new rules: one for using your ship as a location, and another for playing any character as a wereshark!
You can download it from WelbyBumpus.com for free.
Get it, play it, and let me know what you think (and how I can improve it!).

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MIND. BLOWN.
Seriously, you've done it again. And on an even greater level than Rannick! You took a really fun existing game, retweaked the difficulty and adjusted/added mechanics that expand upon the original theme.
The ship mechanic of Skull & Shackles was something that I felt was a neat idea, but thematically fell short in execution. It was just kind of there to give us extra loot and move around faster.
In Corsairs, you've made the ship into a real part of each scenario by funneling ALL movement through it. And, you managed to create an awesome lycanthropy mechanic on top of that.

Matsu Kurisu |

What do you do when you've gone through the entire Skull and Shackles adventure path for the PACG? Rearrange the cards and do it again!
The Bloodlust Corsairs adventure path is an entirely new 35-scenario adventure path with an independent story. It uses only the cards from the Pathfinder Adventure Card Game: Skull and Shackles base set and its six adventure decks--no need to print your own cards (but you will need all six adventure decks to play it). It includes two new rules: one for using your ship as a location, and another for playing any character as a wereshark!
You can download it from WelbyBumpus.com for free.
Get it, play it, and let me know what you think (and how I can improve it!).
Wow! This is awesome.
What is your paypal account?need to support such fantastic work

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Wow, was thinking of starting skulls and shackles with friends soon but this does skulls and shackles better than skulls and shackles does skulls and shackles.
In that Skull and Shackles is a card game recreation of an existing series of adventures, I don't know that I agree. :-)
But thanks for the kind words!

First World Bard |

Rules questions for a ship location:
What happens at the ship if I attempt to permanently close it (because I beat a henchmen) but fail to do so because the Villain is in that deck? Specifically, does the rest of the location get cleared out as plunder, even if the location doesn't close?
I've given the adventure a read-through, and look forward to playing it when my S&S box frees up in the coming months. I've decided to give it a go with a solo Zarlova.
In the meantime, my solo run of Shield of Rannick with Mieliski is going quite well; I'm halfway through AD2 at the moment. I just acquired a Holy Candle, and while normally it's not a great card in a solo game, the thought of using it to shuffle a blessings deck with Sihendron Medallions in it to alter that mechanic intrigues me.

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once again, the sheer amount of work here is awesome.
How would you say the difficulty compares with S&S? how about the scaling (i.e. is it noticeably easier/harder with different size groups)?
My playtesting was with groups of one to three; I only tested a couple of scenarios with a larger group than that.
Our general sense was that it was about the same level of difficulty as Skull & Shackles. Some of the scenarios have trickier win conditions, but the presence of a ship (which is usually full of good things) seems to balance that, as does the "auto-win" of some fights when your lycanthrope card is showing.
Another factor that doesn't add directly to difficulty but seems to add to your chance to run out of time is the new movement rule: there were a couple of times where we desperately wanted to go from one location to another, but we couldn't because we needed to "stop at our ship" first. I see this as a few sailors ashore with only a rowboat, looking at another site on the horizon and thinking "man, we are *never* going to get there in time without our ship."

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Rules questions for a ship location:
What happens at the ship if I attempt to permanently close it (because I beat a henchmen) but fail to do so because the Villain is in that deck? Specifically, does the rest of the location get cleared out as plunder, even if the location doesn't close?
Good question; the rule about closing locations doesn't explicitly say so (that rule is below). We did just this, though (banished any remaining banes and stashed any remaining boons under the ship), and left the location open.
When the ship location is permanently closed, examine all the cards remaining in the location. Banish any banes, then shuffle all the boons and put them face-down under the ship card itself. Those cards cannot be encountered; they are plunder cards you earn if you win the scenario. Even if some rule makes you re-open the ship’s location,leave those cards under the ship card.

Ragadolf |

I'm still trying muddle through the RotRL box set (finally picked up all of the decks, now just need to find time to play!) :)
But THIS makes me even more interested in picking up the S&S boxed set than I was before. :)
(Now if it wasn't for that pesky 'spend-all-that-money-again' problem,...) ;P
Seriously, I'm still mucking through the rules trying to figure out solo play for RotRL, so I'm no critic. But what you have done looks very interesting. Can't wait to take a better look!

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Just dropping a line to say I've finally gotten around to producing a printer-friendly version of Bloodlust Corsairs.
You can download it from WelbyBumpus.com for free.

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Im wondering - is there a way to utilize characters who made it through S&S, and have them run through Bloodlust without it seeming like a cakewalk?
No more so than having characters who've run through S&S, then having them run through S&S again without it seeming like a cakewalk. It's intended for starting characters. Perhaps you could switch out to other characters, and start over with them?
If you're looking for post-AP play, my Mhar of Leng is designed to slot in after Rise of the Runelords; there was also a blog post about dropping post-AP characters into the last couple chapters of Wrath of the Righteous.

ferris.valyn |
ferris.valyn wrote:Im wondering - is there a way to utilize characters who made it through S&S, and have them run through Bloodlust without it seeming like a cakewalk?No more so than having characters who've run through S&S, then having them run through S&S again without it seeming like a cakewalk. It's intended for starting characters. Perhaps you could switch out to other characters, and start over with them?
If you're looking for post-AP play, my Mhar of Leng is designed to slot in after Rise of the Runelords; there was also a blog post about dropping post-AP characters into the last couple chapters of Wrath of the Righteous.
Yea, I saw the using wrath as a post S&S - unfortunately, my S&S group is likely to finish before my wrath group is likely to be finished.
And I don't have RotR (although I did look at Mhar of Leng, and that is cool).
Oh well - may suggest the start over option then. Or hope someone comes up with adventures for S&S after it is completed

ferris.valyn |
Been playing through this, and our group has just finished 1-C. However, I have a question and a comment/suggestion
Question - In 1-A and 1-B (and maybe others) you conceivably force a villain into a location with another villain. At a later point in the game, you would fight and defeat one of those villains, and that would force the location to close. However, there is another villain in that location. How should one resolve this issue? (Our group decided to treat the other villain as having “escaped” also, and did the blessings and villain deck option that would be done with only a single villain escaping)
Comment – there are a lot of cards that are only useful when you are on a ship. Plus, some locations only really make sense to be at if you are on a ship. Therefore, there should be some way to access those abilities other than simply being “at the ship location.” The idea we came up with is that any location that is not a “connected location” (IE you have to go to the ship first, or you have to be a lycanthroupe) you treat as being on a ship (Ranzak and Jirelle really started complaining about this, since they picked up the Astrolab and the Svingli’s eye)

Parody |

Question - In 1-A and 1-B (and maybe others) you conceivably force a villain into a location with another villain. At a later point in the game, you would fight and defeat one of those villains, and that would force the location to close. However, there is another villain in that location. How should one resolve this issue?
From page 16 of the S&S Rulebook, under If You Defeat the Villain, Close the Villain's Location: "If any villains remain in the deck, banish everything except the remaining villains and shuffle the deck; the location is not permanently closed, but it is temporarily closed, and the defeated villain cannot escape to it."