Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)

4.00/5 (based on 22 ratings)
Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG)
Show Description For:
Non-Mint

Add PDF $19.99

Print Edition Out of print

Non-Mint Unavailable

Facebook Twitter Email

Chapter 1: "The Wormwood Mutiny"
by Richard Pett

Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own.

This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes:

  • “The Wormwood Mutiny,” a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.
  • Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. Wesley Schneider.
  • Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.
  • Death and plunder in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D. Russell

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN–13: 978-1-60125-404-7

The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

PDF:

Fulfilled immediately.

Print Edition:

Out of print

This product is out of print.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9055


See Also:

21 to 23 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

4.00/5 (based on 22 ratings)

Sign in to create or edit a product review.

Great resource

4/5

I don't play Pathfinder, but like many, I love the stuff and I look to include it in my gaming whenever I can. Not everything Paizo produce is great, but so far I've always enjoyed their Adventure Path initial offerings. There's something special about level 1 adventures. I guess it's the fresh feeling of starting something new, something with potential. Of course, these don't always become classic oft remembered campaigns, but they could do, and that's exciting. 

This adventure is part one of a 6 part campaign called Skull and Shackles. It's about pirates, and that's almost all you need to know. This is a genre well served by the RPG hobby, so I was interested to see what Paizo could bring to the party. 

One of the things that Paizo does so well, and continues with this adventure, is to go to real world myth and legend to inform its stories. Even though it's set in a fantasy world, with dungeons and dragons aplenty, there's deep rooted and respectful research running through the whole endeavour.  Within this adventure you can check off at least a dozen piratical must haves, including press ganging, parrots, boarding actions, digging for treasure, floggings and more. 

The detail provided is both broad and deep. The ship, it's crew and it's journey are spelled out and started out comprehensively. It's almost too much, but better to have the detail there than not. The party will be on a ship for 21 days, and every day brings something new to the story. The conditions are cramped and brutal. In fact, one of my worries is just how brutal this could be. This scenario needs some mature players, as the temptation to fight back against the odds will be strong, and will end up with dead PCs pretty promptly. Infractions on the ship are Not brooked and the punishments are potentially deadly. 

Even if the PCs keep their heads down (and that makes for a dull adventure) the NPCs will be pursuing their own agenda, and there's plenty of those aboard. What's not immediately obvious to the party is that they need to win friends and influence people, not slay every creature that crosses their paths. Given that their captain is 16th level, that's a clue that they'll need to use their wits first and sword and spell second. And even that assumes they can get a hold of their kit, which is not a given. 

The GM has an awful lot of info to maintain. I would absolutely have to get myself organised before running this. Whether that be spreadsheets or index cards, or a bunch of sticky notes, I would recommend several careful reads before starting. 

The fact is, the story that unfolds is pretty standard, but the level of interaction available to the party is enormous. Every nook and cranny of the ship and it's crew is explored. Every days events are detailed. The author has packed so much content into this that he has had to supply a list of potential ship actions that the pcs will use to squeeze in their extracurricular activities. The party are kept so busy just staying alive that they really have to work hard to push their agenda. 

And therein lies the dilemma with this adventure. If your group likes to improvise and roleplay their way through obstacles, then large parts of the text will be 'wasted'. On the other hand, there's enough content here to play through this entirely with dice rolls, and it wouldn't be a bad game at all.  But in doing that, the GM really becomes more of a referee than a guide. Obviously, groups will find their own way, but be prepared to not use every piece of the adventure provided, I just don't think you can. 

The second half of the adventure becomes less constrained and the party will get the opportunity to play in a more traditional exploration and combat style. In fact, the difference in tone is like day and night. I wonder if it's possible for groups to love both halves of this adventure? 

As with all APs, the adventure is only part of the deal. You also get a serial, this time written by Robin Laws (I loved it), as well as essays on pirate life, Besmara the goddess of pirates, and a bestiary. 

Overall, this is a great package. Whether or not you continue the campaign through the rest of the AP is immaterial. This is a super detailed resource that could launch any nautical campaign, in any ruleset. In fact, most other pirate themed adventures would skate over the detail provided here, and simply rely on the groups knowledge of films and stories. This book puts in the hard work for you. It provides a lot of structure, and absolutely delivers a pirate tale with aplomb. It's a challenge, both to run and to play, but worth every minute.


Excellent RP opportunities abound!

5/5

I ran the early part of this AP this afternoon, after my players took what seemed like forever to generate characters. They thoroughly hate Mister Plugg now....just after 90 minutes of gameplay. If this AP can invoke that kind of emotion in your players, you can guarantee there will be an enjoyable game. It's full of interesting NPCs and new rules that have me very excited to be back in the GM's seat.

In the player guide, paladins are singled out as a poor choice for initial character. I disagree. There are many opportunities to use Charisma based skills like Diplomacy, and the LG alignment restriction isn't too terribly big a deal. I interpret "lawful" to mean honorable, or following a code. You can be a code following, honorable pirate paladin without much trouble (at least as far as I've seen so far.)


Thunderous opening for a High Seas Adventure

5/5

Having just finished reading the Jade Regent Adventure Path, the first volume of Skull and Shackles blew through me like a breath of fresh air.

This introduction to a pirate's life shines through with the author's love of and firm grasp on the myth of the occidental pirate. A fine blend of the mundane and horrible life of a real pirate seasoned liberally with the excitement and wonder of the piratical myth combine to reawaken in me the excitement of Treasure Island, Pirates of the Caribbean, and Peter Pan.

This first volume is relatively light on the supernatural, but bursting with wonderful opportunities to role-play and is sufficiently strewn with combat to keep the grid-strategists happy. The emphasis here is much more on the atmosphere of living on a pirate boat than on Pathfinder combat.

If this module is a good guide to the entire Adventure Path, expect plenty of opportunities to live the life of a pirate as grand as any in history, your name whispered and feared throughout the Inner Sea. This module is somewhat more RP heavy than Jade Regent was, but the Path should satisfy those looking for crunch with entirely new combat rules for high seas combat and some real use for all those skills usually ignored... I'm looking at you Profession(Siege Engineer).

I won't say more for fear of spoilers, but I suspect if you bear any love for Pirates (Sid Meier's in particular..) you will love this module and are doing yourself a disservice if you don't run/play in it.


21 to 23 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
201 to 250 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Silver Crusade

Pathfinder Adventure Path Subscriber
Dr. Johnny Fever wrote:
HangarFlying wrote:
Or they can start looking for printers in countries that don't celebrate Chinese holidays.

I don't have a clue as to the cost of changing from a Chinese printer to one in a different country but I do hope that, going forward, the fact that Chinese holidays can impact Paizo's shipping schedule is accounted for.

DJF

Since Paizo has been printing in China for several years now, they likely do have that factored in. It was an conjunction of other unexpected factors that triggered this one.

Also, I was about to reply to Zaister that player entitlement posts are usually followed by "I know better how you should run your business" posts, but apparently I don't have to do that any more. :P


Gorbacz wrote:
deathbydice wrote:

I don't really suppose that the authors did not finish their scripts months ago and I could care less for the PR at GenCon.

You could care less, but Paizo's income which funds all the stuff doesn't. :)

What exactly is the extra income generated by launching or announcing an AP at GenCon exactly ? As opposed to any other day of the year ? I'd suppose that 90%+ of the APs issues sell to regular customers by subscription.... so what exactly is to be gained ? And Paizo in their fifth year as an independent publishing business being caught cold by "chinese holidays".... sounds somewhat unlikely ?

Nevermind that earlier sales (say in March) creates earlier income,say like six weeks earlier, equaling better liquidity. Where I studied economics that trumped "fan-service" every time. YMMV...

Now for some rum, some sea-turtles and a sandy beach to wait on... I just feel sorry for those people who actually planned to run that campaign since as a "piraty one" expectations for it run/ran high

Silver Crusade

Pathfinder Adventure Path Subscriber
deathbydice wrote:
Gorbacz wrote:
deathbydice wrote:

I don't really suppose that the authors did not finish their scripts months ago and I could care less for the PR at GenCon.

You could care less, but Paizo's income which funds all the stuff doesn't. :)

What exactly is the extra income generated by launching or announcing an AP at GenCon exactly ? As opposed to any other day of the year ? I'd suppose that 90%+ of the APs issues sell to regular customers by subscription.... so what exactly is to be gained ? Paizo in their fifth year as an independent publishing business being caught cold by "chinese holidays".... sounds somewhat unlikely ?

Nevermind that earlier sales (say in March) creates earlier income,say like six weeks earlier, equaling better liquidity. Where I studied economics that trumped "fan-service" every time. YMMV...

Now for some rum, some sea-turtles and a sandy beach to wait on...

It's GenCon. It's the celebration of the industry. You either have several major new entries at the show, or everybody thinks there actually *is* something very wrong with your company.

That's how every company in RPG industry works. If you're in first league, then you have at least one big hit at GenCon. If APs are your primary income (as stated several times by Paizo staff) it's a start of a new AP at GenCon floor or there's trouble.

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.

The whole Chinese New Year issue is mostly a misunderstanding, in two different ways.

1. At one point people were asking for an updated schedule, and I told them that we wouldn't have new information for a couple of weeks because our printer was closed for the holiday. And then I saw people saying elsewhere that I had said the *products* were late because of the holiday. That wasn't the reason any products were late—it's just the reason I didn't have up-to-date information on delivery dates at that time.

2. If we plan for a product to reach the printer *before* the holiday, and we don't make it in time, then that product gets delayed for another two weeks until the printer reopens. But that's not actually the printer's fault—that's our own. And it *did* happen this year. Everybody busts our butts trying to prevent that, but sometimes it's unavoidable.

Paizo Employee Chief Technical Officer

deathbydice wrote:
...(pdf is now listed as available April 25th...) nevermind than having the actual print copy stuck in the mail to Europe for another three weeks.

The PDF release date is the anticipated retail release date. We usually begin shipping to subscribers about a week and a half before that.


deathbydice wrote:
Gorbacz wrote:
deathbydice wrote:

I don't really suppose that the authors did not finish their scripts months ago and I could care less for the PR at GenCon.

You could care less, but Paizo's income which funds all the stuff doesn't. :)
What exactly is the extra income generated by launching or announcing an AP at GenCon exactly ? As opposed to any other day of the year ? I'd suppose that 90%+ of the APs issues sell to regular customers by subscription.... so what exactly is to be gained ?

Person who does not play Pathfinder sees there is a new and very cool product line. Person sees a hundred copies of Adventure Path #60, and a lot more of Adventure Path #61. They pick up #61. They read it. Wow, Pathfinder is really cool-- it's way different from 3.5e and 4e. These adventures are so much better than the stuff that WotC printed when I played 3.5e. The next day, they go and play some games. Maybe they buy the core rulebook. Whoa, paladins are really different. That's cool. They maybe pick up an Ultimate book or some miniatures. Maybe they go home and they start up a Pathfinder group. They buy the APs. Then they go back and buy the old ones to play too because they come to the forums and hear how good they are. They get the AP subscription because they want the rest of the AP they bought last month. Then they keep buying APs, reading them, even though they hate Asian fantasy, or they hate pirates, or they hate sandbox games, because Pathfinder material is so good. They buy the APG, UM, UC, UE, ARG, player companions, more miniatures.

Or maybe they don't and they just buy a copy of Adventure Path #61, go "This is crap" and make angry forum posts about how Paizo is destroying the industry and how wizards can break the game if they don't read spell descriptions.

"90% of people buying APs are subscribers" is a good thing to say but it's like you think subscribers are born out of cauldrons or made of mud or something.


Vic Wertz wrote:
deathbydice wrote:
...(pdf is now listed as available April 25th...) nevermind than having the actual print copy stuck in the mail to Europe for another three weeks.

The PDF release date is the anticipated retail release date. We usually begin shipping to subscribers about a week and a half before that.

Wow , that makes it 4 weeks on average "warehouse to mailbox" then. To major countries and logistic hubs, say like the UK or Germany, even . Since I receive the pdf, it doesn't bother me that much, but given that intra-EU mail/packages rarely take more than 3 days (say like UK -> Denmark or Spain ---> Germany)... =(

Thanks for clarifying the stuff about the "chinese holiday", that never really rang true.

Now... for the rum !

Paizo Employee Chief Technical Officer

HangarFlying wrote:
Or they can start looking for printers in countries that don't celebrate Chinese holidays.

In the last year, I think we've had two products that were actually delayed by the printer, not by us... and those were both printed in the USA.


International shipping times are very hard to predict. My December package took 4 weeks to get to Sweden. The January one arrived in 10 days. the fastest I've had yet was about six months ago, when it actually arrived faster than the minimum shipping time Paizo estimates (it took 4 days! Someone must've put it in the wrong sorting pile or something).

Silver Crusade

Pathfinder Adventure Path Subscriber

My packages (Poland) take anywhere from 5 days (low extreme) thru 2-4 weeks (normal) to 6 months (epic fail here). It's almost like randomized by somebody rolling dice.


Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Im quite excited by this AP, so i signed up for the AP sub! Now I just gotta convince my group to play this! (and Pathfinder). At least in the meantime it should be good reading.


deathbydice wrote:
Wow , that makes it 4 weeks on average "warehouse to mailbox" then. To major countries and logistic hubs, say like the UK or Germany, even . Since I receive the pdf, it doesn't bother me that much, but given that intra-EU mail/packages rarely take more than 3 days (say like UK -> Denmark or Spain ---> Germany)... =(

You know, shipping from the US to Europe does take a bit longer than shipping within Europe. There's this little thing called "the Atlantic Ocean" in between. I'm guessing that you, like I, have opted for the cheap international shipping option for your subscription. That means your stuff gets shipped by an actual ship rather than plane. I believe these shipping times can be pretty random, because the vessels stay in port until they are full which can delay things by another week or so if you're unlucky.

And as for not getting early access to the PDF... well, it doesn't work like that for business reasons. I mean, I'm pretty sure Paizo has the PDF ready to go and all, but they can't let us have it yet. The reason is that Paizo are not allowed to charge your credit card until your order has shipped (or is ready to ship). Doing otherwise is considered very bad form, and can lead to penalties from credit card companies if customers decide to complain about it. And since Paizo haven't charged your card, you haven't bought anything yet. You can still tell Paizo, "You know what, I'll cancel the order this month." And if they have already given you access to the PDF by then, well, it's not like they can take it back. So things need to happen in order: first Paizo prepare to ship your books, then they charge your card, then your order goes out, and then you can get access to the PDF.

Paizo Employee Chief Technical Officer

Staffan Johansson wrote:
You know, shipping from the US to Europe does take a bit longer than shipping within Europe. There's this little thing called "the Atlantic Ocean" in between. I'm guessing that you, like I, have opted for the cheap international shipping option for your subscription. That means your stuff gets shipped by an actual ship rather than plane. I believe these shipping times can be pretty random, because the vessels stay in port until they are full which can delay things by another week or so if you're unlucky.

The USPS discontinued international surface mail in 2007, so everything we ship overseas does indeed go by plane... but unless you've chosen International Priority, your mail is, well, quite literally not a priority. Planes get filled with higher priority items first, so non-Priority mail can sit and wait for a while. And the same is usually true when it reaches customs at the other end.

You're spot on regarding the PDF stuff, though!


This is probably a dumb question but is there any reason why we subscribers can't get the PDF now? I primarily use the PDF anyway.

Paizo Employee Chief Technical Officer

Aaron Scott 139 wrote:
This is probably a dumb question but is there any reason why we subscribers can't get the PDF now? I primarily use the PDF anyway.

See the last paragraph of Staffan's post, two posts up from yours.

RPG Superstar 2009 Top 32

Vic Wertz wrote:
HangarFlying wrote:
Or they can start looking for printers in countries that don't celebrate Chinese holidays.
In the last year, I think we've had two products that were actually delayed by the printer, not by us... and those were both printed in the USA.

Is Paizo putting in a contingency plan so this kind of "Series of Unfortunate Events" can be avoided in the foreseeable future? :D


1 person marked this as a favorite.
Lord Fyre wrote:
Is Paizo putting in a contingency plan so this kind of "Series of Unfortunate Events" can be avoided in the foreseeable future? :D

What kind of contingency plan could there be that takes rare and unusually massive snowstorms into account? I live in a state in which such things happen much more often than they do in the Seattle area, and the only realistic contingency plan is to hope that people stay safe at home instead of risking their lives on extremely dangerous roads.

I'd rather get it late, than never! ;)


Vic Wertz wrote:
Aaron Scott 139 wrote:
This is probably a dumb question but is there any reason why we subscribers can't get the PDF now? I primarily use the PDF anyway.
See the last paragraph of Staffan's post, two posts up from yours.

Ah. I wasn't sure if that was the official position of Paizo or speculation. Thanks.


Will there be a free Player's Guide in PDF format like with most previous APs?

Contributor

Bellona wrote:
Will there be a free Player's Guide in PDF format like with most previous APs?

Yes. :)


Liz Courts wrote:
Bellona wrote:
Will there be a free Player's Guide in PDF format like with most previous APs?
Yes. :)

I can't wait for that... You should totally release the PG early as a teaser and to drum up more sales for the AP! :)

Contributor

That would be awesome! :D


Bellona wrote:
Will there be a free Player's Guide in PDF format like with most previous APs?
Liz Courts wrote:
Yes. :)

Thank you for answering. Any chance of knowing when the S+S Player's Guide will be available?


So...question...I heard during an interview that this was one module where Paladins were pretty much going to be banned because their concept doesn't fit well with the theme of the AP. What about other Good aligned type characters? From the Chaotic Good rogue to the Lawful Good Cleric...will they fit in here?

I have a group that I believe would like this, but I do have a player who stated, "Attacking innocents, robbing, stealing... not my idea of fun." I want to make sure this AP is a good fit for my entire group before I invest. Thanks!


Bellona wrote:
Bellona wrote:
Will there be a free Player's Guide in PDF format like with most previous APs?
Liz Courts wrote:
Yes. :)
Thank you for answering. Any chance of knowing when the S+S Player's Guide will be available?

Based on past experience, around the same time as volume 1 of the AP. As I understand it, the Players' Guide is not finalized until almost the same time as they begin shipping volume 1, so it is not ready to release before then (usually).

Paizo Employee Creative Director

1 person marked this as a favorite.
JCServant wrote:

So...question...I heard during an interview that this was one module where Paladins were pretty much going to be banned because their concept doesn't fit well with the theme of the AP. What about other Good aligned type characters? From the Chaotic Good rogue to the Lawful Good Cleric...will they fit in here?

I have a group that I believe would like this, but I do have a player who stated, "Attacking innocents, robbing, stealing... not my idea of fun." I want to make sure this AP is a good fit for my entire group before I invest. Thanks!

Skull & Shackles' plot is "The PCs are pirates who are trying to become better pirates by doing pirate things." There IS of course more to it than that... but lawful characters are going to find themselves put in tough situations very often. The good part doesn't really matter—look at any pirate movie ever made and there's great examples of good aligned pirates in there. No... it's hte LAWFUL component of an alignment that'll clash with this AP's plot.

And even then... most lawful characters will still be able to enjoy some elements of the AP... but of them all, only the Paladin has not only a strict adherence to the alignment most oppositional to piracy... but frankly, it's the TRADITION and the INERTIA that paladin codes have in most game groups that makes them poor choices for this AP. When a lawful good character does something in a game that's not particularly lawful or good, players (and often not the GM) seem often not to notice, but when the paladin does that same thing... the game derails.

In the end, whether or not a paladin is a good choice for Skull & Shackles is up to the GM. Some GMs and parties are a lot less strict about paladins. It's a question you'll have to answer for yourselves.

That said... there's a reason "Skull & Shackles" is far from the first AP we've published. It, more than any other AP, moves pretty far from the baseline assumption that the PCs are heroes doing adventures for the greater good. You should DEFINITELY communicate with the players and let them know what they're getting into with this one.

Piracy's not for everyone.


Thank you very much for the info, James. I'll pass it on to my player. Even if we don't play it, I'll be getting it...hopefully I can talk one of my other groups into it...because it really sounds like fun!

And, on that note, one of the reasons I'm a huge supporter of Paizo and their products because you guys are so great about engaging the community. Thank you!


James Jacobs wrote:


That said... there's a reason "Skull & Shackles" is far from the first AP we've published. It, more than any other AP, moves pretty far from the baseline assumption that the PCs are heroes doing adventures for the greater good. You...

I initially wasn't looking forward to Skull and Shackles (pirates don't do it for me), but after reading that, I'm suddenly much more interested. I love the experimental routes Paizo has been taking lately.

Paizo Employee Creative Director

1 person marked this as a favorite.
Generic Villain wrote:
James Jacobs wrote:


That said... there's a reason "Skull & Shackles" is far from the first AP we've published. It, more than any other AP, moves pretty far from the baseline assumption that the PCs are heroes doing adventures for the greater good. You...
I initially wasn't looking forward to Skull and Shackles (pirates don't do it for me), but after reading that, I'm suddenly much more interested. I love the experimental routes Paizo has been taking lately.

Well... there WILL be a lot of pirates in the AP. As in dozens per adventure. Just trying to manage expectations for those who might not like pirates.


Will we see Ninja vs Pirates? Maybe Ninja-Pirates too?


Belle Mythix wrote:

Will we see Ninja vs Pirates? Maybe Ninja-Pirates too?

Monkey Ninja-Pirates!!


macabre dragon wrote:
Belle Mythix wrote:

Will we see Ninja vs Pirates? Maybe Ninja-Pirates too?

Monkey Ninja-Pirates!!

I like Cat more.


Dinosaur pirates beat them all.


Cthulhudrew wrote:

Dinosaur pirates beat them all.

Dinosaur Ninja-Pirates.

Paizo Employee Creative Director

Belle Mythix wrote:
Cthulhudrew wrote:

Dinosaur pirates beat them all.

Dinosaur Ninja-Pirates.

That's pretty much the theme of Dragon #318.


I remember that issue! ha ha!


James Jacobs wrote:


Well... there WILL be a lot of pirates in the AP. As in dozens per adventure. Just trying to manage expectations for those who might not like pirates.

That I understand. To put it another way - I'm not a fan of the pirate genre, but the experimental nature of this AP will make it more interesting to me. While I'm not thrilled by the pirate aspect, I'm really looking forward to an AP where the PCs don't have to be altruistic good guys, and are more concerned with building up a power base than opposing a BBEG. It echoes the appeal of Kingmaker.

Dark Archive

1 person marked this as a favorite.

All I can say is that my players are looking forward to NOT playing good guys! As one of them said: "I finally get to play a person whose primary motivation isn't being a good guy!"

Also see: Why we hated Second Darkness.

"Come save us!"

"Why?"

"Because you should!"

"Meh,"

"What?!"

"It's Riddleport. I'm a pirate. My buddy is a pirate. My neighbor is a pirate. Little old lady down the street? Pirate. Who would look for heroes here? We're a town of pirates and scoundrels. Try Magnimar. I understand those guys just LOVE law and order,"

Yippie! Pirates! Been looking for a good pirate adventure since Caribbean came out almost ten years ago. Finally, we get one! I honestly hope to see more of these "Not generic fantasy" adventures. Maybe we'll finally get an African themed game? Mwangi Expanse? That would be awesome!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Actually Magnimar is really not all law and order. Magnimar was founded by people who left Korvosa because Korvosa - with its chelaxian influences - was too much about law and order for them.


1 person marked this as a favorite.
James Jacobs wrote:
Piracy's not for everyone.

How about monks? I don't want to dip into LE if I can avoid it, but could a LN- or LG-ish monk skate by using the pirates'/ship's code as his "law?"

(Vanara drrunken-style monk from a Vudran monastery devoted to Sun Wukong and drunken/monkey style mastery, seeking patterns within the chaos of carousal and brawling. They kicked him out because he was too studious and uptight, and told him to come back once he learned the true meaning of the bar brawl. He decided the best way to get into a lot of bar fights was to become a sailor, and after a few voyages, here he is in the Shackles...)

Dark Archive

Zaister wrote:
Actually Magnimar is really not all law and order. Magnimar was founded by people who left Korvosa because Korvosa - with its chelaxian influences - was too much about law and order for them.

Indeed! But compared to Riddleport...

Liberty's Edge

1 person marked this as a favorite.

This question may have been asked and answered, but will several volumes of the Adventure Path be consolidated into one shipment as a result of the delay? That would be awesome for the shipping costs of the Adventure Path.

Paizo Employee Chief Technical Officer

thomrenault wrote:
This question may have been asked and answered, but will several volumes of the Adventure Path be consolidated into one shipment as a result of the delay? That would be awesome for the shipping costs of the Adventure Path.

And getting hit all at once would *not* be awesome for a lot of folks' budgets. We will do our best to minimize the possibility of a double shipment by compressing the gap between shipments to three weeks instead of four for a while, if we can manage it. We *may* still need to do one double shipment, though, most likely in August.


Pathfinder Adventure Path Subscriber
Vic Wertz wrote:
thomrenault wrote:
This question may have been asked and answered, but will several volumes of the Adventure Path be consolidated into one shipment as a result of the delay? That would be awesome for the shipping costs of the Adventure Path.
And getting hit all at once would *not* be awesome for a lot of folks' budgets. We will do our best to minimize the possibility of a double shipment by compressing the gap between shipments to three weeks instead of four for a while, if we can manage it. We *may* still need to do one double shipment, though, most likely in August.

Much appreciated Vic! My budget took an unexpected hit starting this week and if there has to be a double shipment at some point, it's really important that I can plan in advance for this AP.


The monsters were a lot of fun to write.

Steven D. Russell


I hope for a lot of sea/aquatic monsters and some weird island dwelling critters as well.

Dark Archive

James Jacobs wrote:
JCServant wrote:

So...question...I heard during an interview that this was one module where Paladins were pretty much going to be banned because their concept doesn't fit well with the theme of the AP. What about other Good aligned type characters? From the Chaotic Good rogue to the Lawful Good Cleric...will they fit in here?

I have a group that I believe would like this, but I do have a player who stated, "Attacking innocents, robbing, stealing... not my idea of fun." I want to make sure this AP is a good fit for my entire group before I invest. Thanks!

Skull & Shackles' plot is "The PCs are pirates who are trying to become better pirates by doing pirate things." There IS of course more to it than that... but lawful characters are going to find themselves put in tough situations very often. The good part doesn't really matter—look at any pirate movie ever made and there's great examples of good aligned pirates in there. No... it's hte LAWFUL component of an alignment that'll clash with this AP's plot.

And even then... most lawful characters will still be able to enjoy some elements of the AP... but of them all, only the Paladin has not only a strict adherence to the alignment most oppositional to piracy... but frankly, it's the TRADITION and the INERTIA that paladin codes have in most game groups that makes them poor choices for this AP. When a lawful good character does something in a game that's not particularly lawful or good, players (and often not the GM) seem often not to notice, but when the paladin does that same thing... the game derails.

In the end, whether or not a paladin is a good choice for Skull & Shackles is up to the GM. Some GMs and parties are a lot less strict about paladins. It's a question you'll have to answer for yourselves.

That said... there's a reason "Skull & Shackles" is far from the first AP we've published. It, more than any other AP, moves pretty far from the baseline assumption that the PCs are heroes doing adventures for the greater good. You...

As a potential avenue, and obviously I havent seen the final versions of the AP, I would suggest nation backed privateer for your players who have characters that aren't as free and loose with the moral obligations. Its pretty easy to imagine an Andoran Privateer Paladin, sailing the Inner Sea and beyond policing Pirates along the way. Even infiltrating into the biggest den of pirates this side of Golarion as a Paladin is a quest of epic proportions and worthy of any plater willing to buck the story just a touch. Requires a bit of a re-work, but what AP doesnt have a bit of extra thrown in? Kingmaker was so successful due to the fact that there was so many different roads you can walk. I see no reason why you couldnt do the same with another fairly open AP such as this.


Just finished creating my character for the inevitable S&S PbP here on the boards. Woo! Any suggestions for a good character avatar? The vanara aren't exactly the most commonly-represented species in the available icons.

Dark Archive

So will emails be sent out this week? Its been awhile and I am anxious to see this AP in all its glory.

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.
the Haunted Jester wrote:
So will emails be sent out this week? Its been awhile and I am anxious to see this AP in all its glory.

Hopefully next week, as we're expecting it to hit the warehouse around April 16.

201 to 250 of 349 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.