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So, it's been a while but I have to say that my players continue to impress me with how 'in to' a setting they can get within the mechanics of the original pathfinder game system. There's a remote possibility some of you recall the antics of our Samsaran led party in Reign of Winter, posing as fey over and over again.
Well, since the closure of the Reign of Winter campaign, we'd agreed that we wanted to try our hand at an evil campaign, but none of us was at all enchanted with Hell's Vengeance. We're not big Chelaxian fans as a rule other than cheap jokes at the diabolists' expense. Since we had done Hell's Rebels in an online campaign for years and everyone at the sit-down group liked the idea of a Pirate Campaign, I'd had Skulls and Shackles ready to go.
So, I thought I'd share a few of our highlights when I remember to do so. We've just completed book 3 and as we switch campaigns for a couple months, I'm working on plans for Book 4 at a measured pace.
Some general commentary on the Skulls and Shackles Adventure Path:
First of all, storyline wise, this is arguably one of the best if not the best Adventure Path I've ever had the privilege to run. The writing of the story is logical, mostly seamless and with perfect use of the various memes one expects of a pirate campaign. The mechanics of the setting are 'usually' in no need of rewriting, despite the fact that the Path is a very old one comparatively and my players are a high-wealth group with access to two Occult Adventures classes and an Advanced Class one, making their tactics drastically outside of what was expected when the Path was written.
Now, here's the caveat on "scaling encounters." The storyline encounters (e.g. guys like Milksop Morgan, Kreelort, Inkskin Locke, the Whale.) are generally not in need of much upgrading. I sometimes toss Advanced onto a couple of them when I feel they need just a bit more pep, but these 'crafted' NPCs usually prove extremely solid at giving challenges even when the PCs are prepped for them (they're an anti-arcane party, but even still Milksop gave them a fair run for their money, as did the illusionist I am suddenly forgetting). I think this is because when they did NPC crafting, they played well to the skill set of the NPCs, meaning that I could take full advantage of what made their classes tick.
However, the generic ship encounters were in need of 100% complete rewrites. The average vessels in Book 2 needed full rewrites. Within short order the party were slaughtering lvl 2 fighters and warriors with generic pirate stats. I understood why they were done the way that they were, being generic low-grade pirates and merchant vessels, but we wanted continued challenge so I built templates for various generic crewmen both for the PCs vessels and the NPCs. This upgraded encounters to the kind of nailbiters that made them smile which pleased me.
I've done extensive reads of all six books, and I'm going to say point blank that I'm a total brownnoser with the Paizo staff for this series. James, Rob and the rest of the team knocked it out of the park overall with this. Most Adventure Paths falter in at least 2 books, at no fault of the team really. It is fair to say that keeping tone for six full books and an entire character's career is not easy and, for every Frozen Stars or Rasputin Must Die, you're going to get a Mother, Maiden, Crone.
There are 'weaker' installments in the series, but Skulls and Shackles does one of the best jobs I've seen so far of series I've played in or run (Wrath, Hell's Rebels, S&S, Iron Gods, Mummy's Mask in particular with some experience in Rise of the Runelords). The theme is clear throughout. Progression is logical (Book 1 - Swabs get ship, Book 2 - We be Pirates, Book 3 - Gaining Recognition as Pirates and seeking the council, Book 4 - Earning their place on the council, Book 5 - Facing off against Harrigan and revealing the final end-game villains, Book 6 - Claim the Crown for Yourself and Down with Cheliax.).
The Strongest Installments:
Wormwood Mutiny - This one really gets them into the idea of being pirates and 'puts them in their place' with ample reason to build a true loathing for one of the primary villains of the whole story arc. Claiming their first vessel then feels like a challenge and something they've earned.
Raiders of the Fever Sea - Though generic NPCs needed a complete overhaul, this is one of the best 'open world' installments I've seen in an adventure path. As long as the GM is creative, you could all kind of things with this book. It's easy to charge through, but better if you take your time.
The Price of Infamy - We're not here yet, but there's a lot to love about the build up to confronting Harrigan. The fleet battle also isn't cumbersome in comparison to the armada of Book 6. It's a 'good' introduction to the fleet mechanics so they're ready for them in Book 6.
The 'weaker installments:'
Tempest Rising - Don't get me wrong. 'Weaker' comes in quotes. Tempest Rising had great encounters and lots of good material for me to use in building up the feel of internal politics among the Pirate Lords. However, the investigation itself (while logically serving as an excuse to visit all major Pirate Ports in the Shackles) is a little wonky and time consuming without teleportation. We jokingly called it the "Where in the World is Carmen Santiago" part of the book.
Island of Empty Eyes - I'm going to need to do some reworking so that Book 4 does not become a massive dungeon slog. The material is great itself, but it's a bit more "Traditional Pathfinder" than "Pirates on the High Seas." However, the piracy content is still solid and I'll be able to do a lot between the cracks.
Alright enough gumming up the works with my commentary, on with the show!