
Mr. Quick |

My group is almost done with the first module in this series. it's been a LOT of fun to play so far. Although, given that half the group decided to take advantage of the recent release of the advanced races guide they make for one weird looking group of press ganged sailors.
that aside, they've learned harsh lessons about having balanced characters - pure combat skills are important but they've had to learn the value of skills they normally wouldn't consider key. things like perform, heal, profession: sailor, and swim. they've learned to count ammo and to think in THREE dimensions during combat (yes Virgina you CAN fight in the rigging!) Bluff is proving to be extremely useful as well as diplomacy and intimidate. its been something of a learning experience for my players but...they've adapted well and everyone is really enjoying themselves.
next up is the grindylows cave and the mutiny afterwards. we shall see what they do if/when they rid themselves of master scourge and mister plug. he's lashed every one of 'em at least once and the gunslinger has been slammed a couple times for being impertinent. so I suspect some bad things are gonna happen to those two should they survive the mutiny.

mbauers |

Bonewrack Isle and the mutiny were really fun for both me and my players. Some things I did to make them have more of a sense of urgency:
During the storm, had Conchobar sing a song about Whalebone Pilk and the price of mutiny (should set up nicely for Book 2).
Then I had Plugg throw Conchobar in the sweatbox the next day and tell the PCs that he'll remain in there until they return.
Our Cad slight of handed a potion to Conchobar. Had he not, Conchobar was dead. As is the players saved him in time, but he would have died in another hour or two.
My PCs were pretty powerful at this point, so (being pirates) I had Plugg stack the deck in his favor. Conchobar was in the sweatbox, Rosie was unconscious and tied to the mast with the manacles of compliance (or whatever they're called) because she ran in and handed water and a potion to Conchobar during the day.
Kroop was in the galley trying to convince Tilly Brackett I think it was to join the PCs mutiny cause.
Now, Scrimshaw set off a smokestick on deck to create a diversion to allow some of the helpful NPCs to escape with a ship's boat and warn the PCs about Plugg's plan (and Ratline hid to help lower ropes to the PCs when they landed).
But I had Plugg give his 3 screaming bolts to three of his Rahadoumi crossbowmen to fire at the ship's boat as it approached. Who cares that they couldn't hit the broad side of a barn? With Sandara and all of the PCs needing to make 3 separate saves, you can ensure that many of the PCs will be shaken during the fight. I also had Plugg throw a thunderstone at the approaching bolt and deafened 2 PCs.
During the fight, I had one of the jobber pirates throw a tanglefoot bag at the mobile/ Boarding Pike wielding Cad. I gave Fipps the key to the manacles so that, if Rosie was freed and healed, he could use Command on her (he died before he had the chance).
Sorry for the long post--just wanted to say that your players will get annoyed by some of these tactics, but why would Plugg fight fair? And why would he just have 3 screaming bolts and not use them? I hate when "bad guys" have treasure solely to give to the PCs when they win.
Pirates fight dirty--try it out and it'll be even more rewarding when your PCs win.
(Our drunken master/master of many styles jumped up and engaged Plugg. He Crane Styled the AoO from Plugg and then Scourge moved around behind the monk and crit him with a handaxe, knocking him into negatives. Plugg coup de graced, but the monk had 2 hero points and "cheated death", then was dragged to safety. Our undine oracle hydraulic pushed Scourge off the boat, then they ALL dogpiled Plugg. It was pretty epic. )

Big M |

I have enjoyed the storyline and submechanics as a player, too, but I do disagree with you on the "balanced characters" part, having played one in the AP (with lots of the appropriate skills called for in the player's guide). My character failed as often or more than folks who didn't have the appropriate skills. It's all very much luck based in the early levels. A d20 is just too volatile, and a +1 is jut too small. Having the skill was generally of no consequence. Having a +16 sneak, however, was very useful.
that aside, they've learned harsh lessons about having balanced characters - pure combat skills are important but they've had to learn the value of skills they normally wouldn't consider key. things like perform, heal, profession: sailor, and swim. . . . Bluff is proving to be extremely useful as well as diplomacy and intimidate. its been something of a learning experience for my players but...they've adapted well and everyone is really enjoying themselves.

vikingson |

Initial part works very well, especially if you have a character with dedicated skills like profession sailor. If possible backed up by some non min-maxed score
It also teaches you to invest in certain key skills the writers have deemed relevant throughout the earlier parts of the AP and which repeatedly come into play when actually using the sea-battles as intended.