Robert G. McCreary
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Ice Titan wrote:James Jacobs wrote:Blayde MacRonan wrote:As it turns out, having 21 iconic characters but only doing 2 Adventure Paths a year means that nearly 2/3 of our iconics get to sit out any one year's worth of Adventure Paths. Having a single iconic be "absent" for 2 or 3 APs in a row is not what I'd call strange. Just the way it is.Rob McCreary wrote:Kevin Mack wrote:So any idea when this Ap cover will be updated? Also which Iconics are being used for this one?Covers are not my bailiwick, but I can shed some light on the iconics! Alahazra, Merisiel, Seltyiel, and Valeros will all be gettin' their pirate on in this AP!The iconic magus has been strangely absent for sometime now. Good to see he's getting some action. Though I kind of expected to see Lirianne, the iconic gunslinger, gracing this one, I'm glad she's not.
RIP Lem
Who appeared iconically in Curse of the Crimson Throne (2008), Council of Thieves (2009)Survived by Merisiel who appeared iconically in Rise of the Runelords (2007), Legacy of Fire (2009), Serpent's Skull (2010) Carrion Crown (2011), Jade Regent (2011), Skulls and Shackles (2012)
Inscribed upon his tombstone is the following:
At Least I'm Not AlainStill looking forward to this AP. But seriously you guys need to bring back the Lem.
Better answer would be to use less (MUCH LESS) of Merisiel. Probably her turn to go sit in the dugout for the next 2-3 APs (at Least).
The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...
| deinol |
The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...
Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)
| ruemere |
Rob McCreary wrote:The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)
Heh. Scarred Lands hooked me with a blunt statement "no gnomes, halflings are a race of slaves". Now, I realize that this may have hurt feelings of wee folk lovers throughout the world, however at that time it was a great antidote on ill will left over after gnomes (little tricksters you love to hate), halflings (just like gnomes, and also love to steal your stuff) and kenders (halflings with annoyance factor cranked up to the maximum).
Still, there was one positive thing about kenders - they made me put down Dragon series, abandon D&D for years, and start on Warhammer.
Regards,
Ruemere
| Twin Dragons |
Rob McCreary wrote:The problem is that Merisiel has lots of knives, and she gets cranky when we leave her out of an AP. Also, she's a rogue, and this is a pirate AP. Pirates and rogues share a lot of overlap...Also, nobody likes gnomes or halflings. They are like small children; they are annoying and just get in the way. ;)
What about Small size furfolk, like the Frey from Oathbound?
Robert G. McCreary
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Hmmmm. I'll have to play this one carefully. My PC's tend to be a bit...agressive. The whole pressgang thing could easily turn into TPKs in the first session as they go bezerk trying to kill the crew.
It's important to manage your players' expectations right at the beginning of the adventure. This adventure starts in a very "non-standard" way from most of our APs, and if your players are not expecting it, it might very well turn bad.
Played right, this can be a really fun way to start an adventuring career, but your players need to be on board with the assumptions at the beginning of the adventure right from the start.
Robert G. McCreary
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| 2 people marked this as a favorite. |
Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?
Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.
On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.
So in short, firearms are mostly optional throughout the AP, except for right at the end. :)
| Weren Wu Jen |
Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.
On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.
So in short, firearms are mostly optional throughout the AP, except for right at the end. :)
Thanks! That's a great way to handle it! :)
| Carl Cascone |
Rob McCreary wrote:Thanks! That's a great way to handle it! :)Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.
On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.
So in short, firearms are mostly optional throughout the AP, except for right at the end. :)
Is your name inspired by alternity?
I am working on a future Mass Effect universe using the alternity rules:)
I love alternity. If there was ONE thing I wish Paizo could get its hands on it is THAT.
| Weren Wu Jen |
Is your name inspired by alternity?
I am working on a future Mass Effect universe using the alternity rules:)
I love alternity. If there was ONE thing I wish Paizo could get its hands on it is THAT.
Yep! Of course, a yeti was the closest pic to the weren that I could find. :P
I wouldn't mind an Alternity reboot, either.
Steel_Wind
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| 1 person marked this as a favorite. |
Weren Wu Jen wrote:Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.
On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.
So in short, firearms are mostly optional throughout the AP, except for right at the end. :)
MORE GUNS. I know why you have downplayed the presence of firearms in a Golarion AP, but of all the APs Paizo has ever done, this is the one to unleash the full weight of smooth bore cannon and musketry.
I know the decisions on this were made long ago and it is far too late to change anything, but something this important is still worth (pointlessly) repeating :)
TheLoneCleric
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Ya. I may just have to lay the whole pressgang thing out on the table right away so the players know what they're getting into. Or figure out a way to motivate them NOT to go on a killing spree (right away). Maybe other hostages. Hmmm.
I've gota mix so it's touchy. Some are okay with scenes that start with them not in control of things. Others tend to go into a frenzy like a dog with it's leg in a trap if I take away their sense of empowerment.
| MaxKaladin |
Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?
Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?
| Ice Titan |
Weren Wu Jen wrote:Are firearms going to be "required" for this AP (i.e.: NPCs with pistols, ships with cannons, etc.) or just optional?Just as firearms are not common in Golarion, so are they not common in Skull & Shackles. They *will* make a brief appearance late in the AP, but should be relatively easy to remove if you absolutely don't want any firearms in your campaign.
On the other hand, if you want firearms to have a bigger role in your campaign, the plan right now is to include a sidebar in each adventure with suggestions as to where firearms could be easily added.
So in short, firearms are mostly optional throughout the AP, except for right at the end. :)
Thank the stars. I figured that with all of the pressure to remove guns, Paizo might cave and remove them completely, so I really like that. I plan on having guns in the books where it makes sense.
This of course heavilyy hints that the PCs will come into conflict with the current Hurricane King, Kerdak Bonefist, who fights with a magical pistol.
| Richard Pett Contributor |
TheLoneCleric wrote:Hmmmm. I'll have to play this one carefully. My PC's tend to be a bit...agressive. The whole pressgang thing could easily turn into TPKs in the first session as they go bezerk trying to kill the crew.It's important to manage your players' expectations right at the beginning of the adventure. This adventure starts in a very "non-standard" way from most of our APs, and if your players are not expecting it, it might very well turn bad.
Played right, this can be a really fun way to start an adventuring career, but your players need to be on board with the assumptions at the beginning of the adventure right from the start.
Rob makes a great point, great pirates have to earn the respect (or is that fear) of their shipmates. But soon, there'll pirating to be done:)
Ahaaaaaaaaar!
| Chris A Jackson Contributor |
So psychhed to see a Shackles adventure path coming out. I've been chomping at the bitt to run a pirate campaign... looks like I got one!
Wonder about the primer though. Looks a little harsh... DM: "Okay, you start the adventure with... um... nothing. Oh, and you're chained in the hold of a ship... and it's sinking... Oh, and did I mention the cannibals?" I love it, but it's a little cruel...
| Nullpunkt |
I'm sure Mr. Pett will find a way to make the opening work for (almost) everyone just like James Jacobs managed to pull off a castaway/washed ashore entrance while still preserving the PCs' oh so precious starting equipment. Their gear is probably stashed somewhere or something.
Anyways, I am very excited to see this AP and think this might even be the next one I'll GM once we're done with Serpent's Skull...
| MaxKaladin |
I'm sure Mr. Pett will find a way to make the opening work for (almost) everyone just like James Jacobs managed to pull off a castaway/washed ashore entrance while still preserving the PCs' oh so precious starting equipment. Their gear is probably stashed somewhere or something.
Anyways, I am very excited to see this AP and think this might even be the next one I'll GM once we're done with Serpent's Skull...
Oh, but I WANT to start my PCs without their precious starting equipment. I've even been considering doing it in Serpent's Skull...
Robert G. McCreary
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Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?
Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?
The adventure does include guidelines on how to handle classes like wizards and alchemists who require certain equipment, and the PCs will have plenty of opportunities to recover their gear (or scrounge for new equipment) as the adventure progresses.
There are also potential NPCs allies for the PCs - almost a whole ship's worth, in fact, though some will of course be friendlier than others.
James Jacobs
Creative Director
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Vanara are not that common in the Shackles... but they certainly wouldn't be mistaken for charau-ka, because:
1) Vanara are Medium, while charau-ka are Small.
2) Vanara are more humanlike, while charau-ka have more babboon-like colorful markings.
3) Vanara are on the whole more calm and relaxed, while charau-ka are super hyperactive and loud generally.
4) Vanara have long prehensile tales, while charau-ka have no tails at all.
James Martin
RPG Superstar 2010 Top 16, 2011 Top 32
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Ayrphish wrote:Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...That will mean that there will be no Adventure Path book for March!
In another thread Master Wertz stated that this is due to their printer taking an extra long break for Chinese New Year. Can't fault the people their holidays can we?
| Evil Midnight Lurker |
| 2 people marked this as a favorite. |
Vanara are not that common in the Shackles... but they certainly wouldn't be mistaken for charau-ka, because:
1) Vanara are Medium, while charau-ka are Small.
2) Vanara are more humanlike, while charau-ka have more babboon-like colorful markings.
3) Vanara are on the whole more calm and relaxed, while charau-ka are super hyperactive and loud generally.
4) Vanara have long prehensile tales, while charau-ka have no tails at all.
Coolness. So not likely to be suspected of being a demon-worshipping maniac killer monkey then...
Character concept: Vanara monk with Drunken archetype and Monkey Style feats. A mad-monkey monkey-man monk!
Vic Wertz
Chief Technical Officer
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Lord Fyre wrote:In another thread Master Wertz stated that this is due to their printer taking an extra long break for Chinese New Year. Can't fault the people their holidays can we?Ayrphish wrote:Oh no, did this get pushed back another month? I coulda swore it said March was the date just the other day...That will mean that there will be no Adventure Path book for March!
To be accurate, I said we didn't have updated information on its arrival date because of the Chinese New Year. Right now, we're assuming it will just miss March, but they might tell us otherwise when they're back.
| MaxKaladin |
MaxKaladin wrote:Since the PCs start off without gear, does the module include guidelines for how you're expected to deal with things like wizards not having spellbooks? Or is the module designed in such a way that they'll get gear before those issues really matter?
Also, is this going to be like SfSS where you have (potential) allied NPCs that were press-ganged with you or is it basically the PCs against the world?
The adventure does include guidelines on how to handle classes like wizards and alchemists who require certain equipment, and the PCs will have plenty of opportunities to recover their gear (or scrounge for new equipment) as the adventure progresses.
There are also potential NPCs allies for the PCs - almost a whole ship's worth, in fact, though some will of course be friendlier than others.
(Belated) thanks for the information. This sounds really interesting, but it's starting to look like some kind of mythical beast that's always on the horizon and never gets closer no matter how hard you try to catch up to it...
| Michael Martinez-Colon |
Would the Skull/Shakles incorporates detailed rules on ships and especially for Naval Combat in the first module? The Advance/DMG/CRB have useless and limited information. I want to have the PC's (even if they are part of crew) deal with ship vs ship battles from the beginning in my campaign.
I personally bought the Broadsides Naval Combat d20 system to include those rules in the adventure path.