Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6) (PFRPG)

3.80/5 (based on 6 ratings)
Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6) (PFRPG)
Show Description For:
Non-Mint

Add PDF $19.99

Print Edition Unavailable

Non-Mint Unavailable

Facebook Twitter Email

Chapter 3: "Tempest Rising"
by Matthew Goodall

The time has come for the heroes to take their places as true pirate lords. But doing so will require more than a ship, a scallywag crew, and a hold full of plunder—they’ll need to win the esteem of the Hurricane King himself. If they succeed, they’ll earn the right to claim even greater glory by participating in the Free Captains’ Regatta, a grueling race along the fringes of the mighty hurricane called the Eye of Abendego. The winners receive a fat prize purse, their own private island, and a seat on the Pirate Council of the Shackles. Will the adventurers triumph against fierce competitors, old rivals, and the treacherous winds and currents of the Eye? Or will their ship be claimed by the storm, a doom that’s befallen so many before them?

    This volume of Pathfinder Adventure Path includes:
  • “Tempest Rising,” a Pathfinder RPG adventure for 7th-level characters, by Matthew Goodall.
  • Details on the infamous pirate lords of the Shackles and new rules for storms at sea, by Tork Shaw.
  • A gazetteer of the infamous pirate city of Port Peril, by Liz Courts.
  • Ghosts and cylcopes in the Pathfinder’s Journal, by Robin D. Laws.
  • Five new monsters, by Jesse Benner, Ryan Costello, Philip Minchin, and Tork Shaw.

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: 978-1-60125-413-9

Tempest Rising 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:

Unavailable

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.

PZO9057


See Also:

1 to 5 of 6 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.80/5 (based on 6 ratings)

Sign in to create or edit a product review.

Brilliant piratical module

5/5

The main premise of the adventure is that the PCs are a gang of would-be pirates on their way to establish their (bad) reputation. They need to convince the pirate lord that they are good enough as to earn a letter of marque and eventually a seat in the pirate council. The whole module is a test of skill and wits to increase their station among pirates.

Overall, all the parts offer enough variation to keep the players engaged and excited. The author has done a good job. I think it's an entertaining mid-level adventure that will not disappoint.

My rating: 5 stars. It's an exciting module with short location-based dungeon maps, lots of social interaction and a good story to back it up. Two thumbs up.

Read my whole review here


3 stars in most places but less in others

3/5

Another reviewer mentioned that this adventure needs a flow chart. That is exactly what I did and it was a headache. Other elements that made this frustrating was the need to bounce back and forth between locations just to gather information only after completing tasks that required more island hopping.

This is my first time running an adventure path and I'm doing it with experienced gamers. What I've noticed is that they largely eat up the challenges like they were nothing. In fact, the biggest challenges have mostly been went they went off book and I create encounters. I'm also running Rise of the Runelords for a much less experienced group and it poses a real challenge for them. I wish there were several power level options.

The biggest flop in this book- and it shouldn't have been- was the regatta at the end. The entire AP has been loading the adventurers up with treasure to give them an edge during the race. Also, my players have optimized themselves as sailors and able bodied adventurers on the sea. There was very little challenge for them during the race. They were so fast, they completed the race in one day. The storm bound hazards were no challenge since, the captain rolled between 35-45 consistently on every Profession Sailor DC needed. The Invisible Stalkers were the only thing that gave them a run for their money.

I'm hoping that the Island of Empty Eyes is more challenging, particularly since its on land.


Ring Side Report-Pathfinder Adventure Path Skull and Shackles- Tempest Rising

3/5

Originaly posted at www.throatpunchgames.com , a new idea every day!
TL;DR-And now the low point of the adventure path 2.5/5

Plot-Spoilers ahead!- The pirates are Full Free Captains of the Shackles, but now must prove that they are truly made for the Shackles and become members of the pirate council. Before this, they undertake an investigation to find who is feeding information to hated Cheliax. After the mystery, they are sponsored to undertake a race through the eye of Abendego. Finishing the race, the players are almost true members of the council.

GM Impressions-Well, my players were mostly bored at this point. The characters are mid level in this adventure, and this is where most campaigns die, and this one almost made mine go out too. The nature of this adventure is basically fun, but my players really didn’t enjoy the island hopping and social side of this adventure. Also, some of the plot does not make sense as extremely powerful groups know the answer and will only help the PCs if they perform a few fetch quests for them. This kind of killed the momentum of the previous, awesome adventure. I was bored, and the players were bored. Nothing in the story really fed my interest and the PCs had a hard time finding aspects to keep things going in their own right. Its not a bad adventure, its just not as much fun as the other parts of the adventure path. The adventure does finish with the amazing race through the storm. That really woke the PCs up, and gave me something to keep them going.

Good-This adventure finishes with a phenomenal race in a typhoon. Also, there is a chance to real build the work of the adventure path.

Bad-If your PCs don’t want world building, then they will get bored. My PCs decided to ask for a simpler way to get out of the fetch quests. Your PCs may to if they are the killy-killy stab-stab types. Keep that in mind

Final Thoughts- This is the low point of the path. It’s not “bad” as Paizo doesn’t do much bad, but coming of the high of the previous adventure, it’s the low point of the path (not Jurassic Park 3 bad compared to Jurassic Park 1, but Star Wars 6 compared to Star Wars 5). Keep in mind the wants of the PCs and you may have to do some heavy lifting as a GM to keep the pace going 2.5/5


Make Waves on a Pirate Ship: TEMPEST RISING: SKULL & SHACKLES III

4/5

This leg of the adventure path is where the characters prove themselves worthy of leadership. It combines both daring-so, in the form of the Regata and the test for the title Free Captains. There is also a mystery portion which will either delight of frustrate your players. It's a hard balance to hit; we found it too easy. I have seen others miss the most obvious clues...mysteries are hard to balance. Still, this is a great continuation of my favorite Adventure Path thus far. Check my full review here: Tempest Rising


Paizo needs plot flow charts

3/5

This adventure is pretty fun for my players right now, but the hodge-podge of clues and intrigue points starts to make running the adventure somewhat tedious.

I propose that Paizo include one page in each adventure path that details all of the plot progression points in a flow chart, or plot circle fashion so the GM can easily track the plot and can navigate the adventure without having to jump around in the book randomly to try set up his/her own plot flow chart.

I think this simple inclusion would make Tempest rising and other adventure paths more exciting to run and less tedious for GMs

[update 2/7/2013] The players finished this AP. The beginning portion of the AP was basically skipped over due to the fact that the contests and the whole setup felt somewhat contrived with a nobody orc insinuating himself into the pirate's lives. The second part of the AP was the most difficult as it was a large intrigue involving many NPC's and locales. I purchased the Isles of the Shackles supplement to augment the locales with hopefully some visuals (maps of the ports of call) but was disappointed that it didn't contain island maps I needed to make the locales come to life.
The AP picked up noticeably towards the end with the regatta, and the players were noticeably more excited to get involved in a seafaring adventure at the end of the AP. The way scoring was done worked well and the introduction of the PC's nemesis gave them some motivation.

Overall, I would have liked to have seen the locales fleshed out more. The inner sea world guide is replete with maps of each locale in the book and the middle part of the adventure would have been better served by having some visual aides.


1 to 5 of 6 << first < prev | 1 | 2 | next > last >>
51 to 97 of 97 << first < prev | 1 | 2 | next > last >>
RPG Superstar 2009 Top 32

JohnF wrote:
Joana wrote:
I resent Paizo's shorthand for "here's an NPC the party should like" being "Look! She's hot!" I would have loved it if the Helpful NPC in Skull and Shackles had been an ugly but kind half-orc or a crusty old dwarf. Why did it have to be a hot, "accessible" human female yet again?
It's a shame you quit before the second book - there's a much hotter female character there, but that doesn't mean she's going to be more helpful!

But there it is true that the heroes are only going to want Isabella Locke for her body. ;P


My PCs couldnt give two hoots about Sandara, as it turns out. Even with her being shoved in their faces, they just wanted more Grok, Fishguts, and even Owlbear.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Joana wrote:


Sadly, I've already quit this AP because I hated it so much, thanks largely to Sandara Quinn being shoved in our faces. As a high Cha female PC, I didn't feel like playing second fiddle in the shadow of an hot, higher-level NPC for the second AP in a row.

That definitely sounds more like a GM issue. Fishguts Kroop and Cut-Throat Grok are both friendly NPCs. Book 3 introduces

Spoiler:
Pierce
who is a handsome NPC who seeks to steal the heart of a female PC.

Have you brought up these issues with your GM? NPCs aren't supposed to take the spotlight off the PCs merely present them options.

(The similarities between Sandara Quin and Tessa Fairwind are too much though, I'll be changing Sandara to resemble the cleric of Besmara from Pirates of the Inner Sea).


DM_aka_Dudemeister wrote:
Joana wrote:


Sadly, I've already quit this AP because I hated it so much, thanks largely to Sandara Quinn being shoved in our faces. As a high Cha female PC, I didn't feel like playing second fiddle in the shadow of an hot, higher-level NPC for the second AP in a row.

That definitely sounds more like a GM issue. Fishguts Kroop and Cut-Throat Grok are both friendly NPCs. Book 3 introduces ** spoiler omitted ** who is a handsome NPC who seeks to steal the heart of a female PC.

Have you brought up these issues with your GM? NPCs aren't supposed to take the spotlight off the PCs merely present them options.

(The similarities between Sandara Quin and Tessa Fairwind are too much though, I'll be changing Sandara to resemble the cleric of Besmara from Pirates of the Inner Sea).

I'd like to point out that he seeks to steal the heart of a PC.

I have an issue with the Pirate Lords of the Shackles part of the Scourges of the Shackles section. In Isles of the Shackles and any anterior mention Avimar Sorrinash is a werewolf, but in this article he is a wereshark... Why?


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

I'd like to know three things abaut Caulky. How old is she supposed to be, how did she get by that weird nickname, and what's her real first name?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
DM_aka_Dudemeister wrote:
(The similarities between Sandara Quin and Tessa Fairwind are too much though, I'll be changing Sandara to resemble the cleric of Besmara from Pirates of the Inner Sea).

Good idea!

Contributor, RPG Superstar 2010

Well the second question is fairly easy. Caulking a ship involves driving fibrous materials into the wedge-shaped seams between planks to make it watertight. Caulky was likely given her nickname because she had to carry around a pot of caulk (and probably got covered in it at some stage.)


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Matt Goodall wrote:
Well the second question is fairly easy. Caulking a ship involves driving fibrous materials into the wedge-shaped seams between planks to make it watertight. Caulky was likely given her nickname because she had to carry around a pot of caulk (and probably got covered in it at some stage.)

Sounds good :)

RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4

Matt Goodall wrote:
stuff

Hey! Someone get this Matt guy a "Contributor" tag! He's earned it! (Nice job, Matt!) :-)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Amaranthine Witch wrote:
In Isles of the Shackles and any anterior mention Avimar Sorrinash is a werewolf, but in this article he is a wereshark... Why?

I asked the same question when I saw that. Rob told me it was just a typo that made it through editing. I suspect it's because Avimar is the Lord of Shark Island. Somewhere "werewolf" and "shark" got crossed up the author's brain. Sorrinash is definitely a werewolf, though. No worries in that regard.


Neil Spicer wrote:
Amaranthine Witch wrote:
In Isles of the Shackles and any anterior mention Avimar Sorrinash is a werewolf, but in this article he is a wereshark... Why?
I asked the same question when I saw that. Rob told me it was just a typo that made it through editing. I suspect it's because Avimar is the Lord of Shark Island. Somewhere "werewolf" and "shark" got crossed up the author's brain. Sorrinash is definitely a werewolf, though. No worries in that regard.

Oh, I don't know, a wereshark might have been more interesting...

Owner - House of Books and Games LLC

Tom Qadim wrote:
Matt Goodall wrote:
stuff
Hey! Someone get this Matt guy a "Contributor" tag! He's earned it! (Nice job, Matt!) :-)

Aren't the tags only attached to your primary nick? Thus, since his primary is One, unless someone flips a bit I *think* no tags will show up next to his name.

Sovereign Court

Avimar Sorrinash is indeed a wereWOLF, not a wereshark. That's a mistake that slipped through editing.

But rest assured, there are some weresharks coming!

Paizo Employee Director of Narrative

Part of that was my fault. It was my first week and all.


See JFrank, Daigle was giving you subtle spoilers about things to come all along!

Liberty's Edge

#57 has yet to appear in my downloads. I thought it would have posted by now. Anyone not have access to it yet?


Saurstalk wrote:
#57 has yet to appear in my downloads. I thought it would have posted by now. Anyone not have access to it yet?

I've just checked your account and it looks like it was added on June 12. It looks like your list of downloads was sorted by "Last Downloaded Date." This would be why it didn't show up at the top your downloads. :)

Liberty's Edge

1 person marked this as a favorite.

Ah. Must have been a blonde moment .. or at least a blonde last few days! Thanks!


How come you put the hammerhead and great white shark in the bestiary when their already in the core bestiary??

Paizo Employee Director of Narrative

What existed in the Bestiary was a sentence suggesting how a GM could create a variant to the shark statted in that book. By putting them in there we simply did the math and provided the full stat block for folks who don't have the time or inclination to do so themselves.

To be honest, animals are easy to stat up, but without fail, we always have people asking for animal stats. We hear things like, "Why don't you have stats for a squirrel?" Or, "Can we get stats for a llama?" And while we can't stat up the whole zoo, we figured for this Adventure Path, spending 300 words on the hammerhead and great white would be helpful for folks.

It's interesting that you bring this up, because just today Rob and I were talking about doing another spread of animals for an upcoming AP and the ones I was thinking about were things that could just be easily covered stat-wise by existing animals. So, after talking about it for a while and weighing the pros and cons, I decided to scrap the idea and do something else.


So... no squirrels? :(

Dark Archive

Pathfinder Roleplaying Game Superscriber
Kajehase wrote:
So... no squirrels? :(

Foamy will NOT be pleased.

Paizo Employee Director of Narrative

Kajehase wrote:
So... no squirrels? :(

SEE! ;)

RPG Superstar 2009 Top 32

Hmmm ... No Llamas.

CourtFool will not be pleased.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

"Squirrel!" <_<


Rob McCreary wrote:

Avimar Sorrinash is indeed a wereWOLF, not a wereshark. That's a mistake that slipped through editing.

But rest assured, there are some weresharks coming!

Ha! That explains why in my overview of Sorrinash was edited in such a way. I had also misinterpreted him as a wereshark and that paragraph originally read "Ollo loses only a few souls a year thanks to the acts of bloody underwater carnage and shows of subaquatic strength of their selachimorphious pirate lord." Curses, I love that work 'selachimorphious'.


SQUIRREL!!!

Paizo Employee Chief Technical Officer

2 people marked this as a favorite.
Lord Fyre wrote:

Hmmm ... No Llamas.

CourtFool will not be pleased.

And that's the *real* reason for the "no llamas" policy.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Adam Daigle wrote:
Kajehase wrote:
So... no squirrels? :(
SEE! ;)

Do you not fear the wrath of Foamy?

Owner - House of Books and Games LLC

Adam Daigle wrote:
To be honest, animals are easy to stat up, but without fail, we always have people asking for animal stats. We hear things like, "Why don't you have stats for a squirrel?" Or, "Can we get stats for a llama?" And while we can't stat up the whole zoo, we figured for this Adventure Path, spending 300 words on the hammerhead and great white would be helpful for folks.

Well, "easy" and "takes zero time" are really not the same at all. When I'm smack in the middle of running a game, and someone does something like "I tempt a squirrel and then use wild empathy on it" and then have to scramble to look for stats for something close to a squirrel ("hmmm .. which is closer, a weasel or a rat?") it certainly stalls the game.

Frankly, I don't see a need for stats for every animal either, but it something like a table with "squirrel: use rat (See Familiars in Bestiary) with +8 racial modified to Acrobatics" would be handy.

Heck, it was a pain finding rat just now, I didn't realize the small animals were hidden under "Familiar".

Paizo Employee Director of Narrative

gbonehead wrote:
Adam Daigle wrote:
To be honest, animals are easy to stat up, but without fail, we always have people asking for animal stats. We hear things like, "Why don't you have stats for a squirrel?" Or, "Can we get stats for a llama?" And while we can't stat up the whole zoo, we figured for this Adventure Path, spending 300 words on the hammerhead and great white would be helpful for folks.
Well, "easy" and "takes zero time" are really not the same at all. When I'm smack in the middle of running a game, and someone does something like "I tempt a squirrel and then use wild empathy on it" and then have to scramble to look for stats for something close to a squirrel ("hmmm .. which is closer, a weasel or a rat?") it certainly stalls the game.

I actually agree, especially in cases where the advanced template is applied to things since that affects ability scores, which in turn affect other values such as saves and skills. Just because something is easy to do in prep, doesn't mean that it's efficient in the middle of a game. :)


1 person marked this as a favorite.

Why people always have to be so obsessed by beautiful people/characters?

No wonder all beautiful people are spoiled and rotten from the inside...

Its about the inside, and stop making monsters from beautiful people by treating them as special and gods.

Next AP, some less attractive very kind woman should be there instead of a prinsess.

Paizo Employee Director of Narrative

Sincubus wrote:
Why people always have to be so obsessed by beautiful people/characters?

That's a much larger societal issue not covered in this installment of the Pathfinder Adventure Path.

;)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Adam Daigle wrote:
Sincubus wrote:
Why people always have to be so obsessed by beautiful people/characters?

That's a much larger societal issue not covered in this installment of the Pathfinder Adventure Path.

;)

See Pathfinder Adventure Path Issue # 113: Beauty Pageant of Doom!

Liberty's Edge

Dark_Mistress wrote:
Adam Daigle wrote:
Kajehase wrote:
So... no squirrels? :(
SEE! ;)
Do you not fear the wrath of Foamy?

Flumphs do not know the meaning of fear.

Dark Archive

Any word on which artist did the artwork for...

Potential Skull & Shackles spoiler!:
Dindreann

?

Major props to that artist for what I consider to be the coolest piece of artwork for one such as she so far in Pathfinder.


Lord Fyre wrote:
Hmmm ... No Llamas.

Not until the Arcadia AP, at least.


Would there be a PF Tale (novel) based on this AP or the Shackles region?


Also, would there be a chance of a supplement that has Harrowing (fortune telling only) for the Shackles AP? I think given is a pirate game, fortune tellers are a plus.


Sincubus wrote:

Why people always have to be so obsessed by beautiful people/characters?

No wonder all beautiful people are spoiled and rotten from the inside...

Its about the inside, and stop making monsters from beautiful people by treating them as special and gods.

Next AP, some less attractive very kind woman should be there instead of a prinsess.

The First Adventure has Cut-Throat Grok and Rosie Cusswell, the second AP has Lady Angasta. Kroop is more then happy to help the PCs and he is not very attractive at all.

Also it is a lot harder to convey inner beauty then outer beauty. On top of that, outer beauty is not exclusive of inner beauty, so for example Sandra Quinn could well possess both in the campaign.

Most importantly beauty is subjective. It would be difficult to find inner beauty amongst a bunch of pirates. They are all a bunch of murderous thieves after all.


Sincubus wrote:

Why people always have to be so obsessed by beautiful people/characters?

No wonder all beautiful people are spoiled and rotten from the inside...

Its about the inside, and stop making monsters from beautiful people by treating them as special and gods.

Next AP, some less attractive very kind woman should be there instead of a prinsess.

It's all up to the GM how he wants to portray everyone in his game, so sometimes "inner beauty" gets lost when the party starts off on the wrong foot or the DM is negligent and just glances at art before running. Not a lot you can do. It subconsciously suggests that the character is a good person if they're attractive and don't look like they're evil-- quite literally, they must be good-looking.


Varthanna wrote:
My PCs couldnt give two hoots about Sandara, as it turns out. Even with her being shoved in their faces, they just wanted more Grok, Fishguts, and even Owlbear.

I experienced this exact same scenario with my players - they are more interested in Grok, Fishguts, Rosie, and, strangely enough, Barefoot Sam Toppins. I don't think it was they don't like Sandara, rather they don't need anything from her. They're so focused on preparing for the mutiny that they can ignore her because of the very attribute that makes her a valuable NPC - they don't have to earn her loyalty.

Contributor, RPG Superstar 2010

@Warrant

I included a clue flow chart in my turnover, things got changed slightly in the development process, but let me know and I'll dig around to see if I can find it and upload an updated version.

Contributor, RPG Superstar 2010

2 people marked this as a favorite.

Done!

Tempest Rising Flowchart


Found some errata:

On page 72 the Shackles Random Weather descriptions provide modifiers that don't mesh with the Stormbound Hazards table (d20 modifier but the table uses d100).

I'm assuming multiplying the mods by 5 gets the appropriate result?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ogrork the Mighty wrote:

Found some errata:

On page 72 the Shackles Random Weather descriptions provide modifiers that don't mesh with the Stormbound Hazards table (d20 modifier but the table uses d100).

I'm assuming multiplying the mods by 5 gets the appropriate result?

The chart's results come from a d% roll + storm severity modifier - ship's pilot's Profession (Sailor) check. That equation is laid out in the section right before the table. The larger the storm, the more difficult it is for the ship's pilot to mitigate the risk of sailing in the storm.

Liberty's Edge

WampaX wrote:
Ogrork the Mighty wrote:

Found some errata:

On page 72 the Shackles Random Weather descriptions provide modifiers that don't mesh with the Stormbound Hazards table (d20 modifier but the table uses d100).

I'm assuming multiplying the mods by 5 gets the appropriate result?

The chart's results come from a d% roll + storm severity modifier - ship's pilot's Profession (Sailor) check. That equation is laid out in the section right before the table. The larger the storm, the more difficult it is for the ship's pilot to mitigate the risk of sailing in the storm.

That modifier comes from the Eye of Abendego Weather Modifiers table. The modifier listed in the Weather descriptions should be applied to the Storm Hazards roll, but the modifier is listed as a d20 and the roll is a d%. So what should the modifier be?

51 to 97 of 97 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.