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Think ill probably run Plunder and Peril along with bits of Raiders of the fever sea. I do want to do a big ship battle at some stage though. Maybe I can do Plunder and Peril + Raiders of the fever sea (simultaneously) and then Part 5 for the big fleet battle.


Looking at it now, appears to be much more boomy boomy guns than the AP.


So my PCs have decided they want to go and do some pirating, this wont be the start of a new campaign but merely a chapter in thier story before they move onto another part of the world. I have heard that skull and shackles is the best pirate themed adventure path out there.
The thing is, its a whole campaign and im not sure if they are going to want to do a 2-3 year campaign doing just this. I was thinking of doing about half a year to a year, we only play every 2 weeks but I could probably do a "Part" of the module in 1-2 sessions. The way I run combat is OSR like, no maps, declare your action immediatly or lose your turn, means that we speed through combat cos we prefer roleplaying anyway.

I was thinking of condensing it. Do the modules work as standalones if you change a few things, my PCs have very little interest in domain play so I was wondering if I could do modules 1-3 and then the shipbattle from 5.

From looking through there seams to be a lot of filler that could be cut, book seams to mostly just be random encounters for assasin creed: Black Flag put into pathfinder. So my questions are.
1. What events are essential
2. What can be cut (Minigames, random encounters, dungeons?)
3. Can entire modules be cut, module 4 looks like I could remove entirely, it would mean I would have to have the PCs merely be a participant in the great ship battle but I think they would prefer that to micro managing a whole fleet.
4. Are there other ways to fasttrack the story with the story still being there.