Questions about this AP


Skull & Shackles


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Hello, I've GMed my own campaigns and my group showed interest in this AP. I've been running this AP for the last several weeks and my players are about to leave Rickteys Squibs. I just had a couple question if you guys dont mind answering them.

My first one is I only have three players and they are two experienced gamers, one of which is new to pathfinder/d&d, the other one is the younger brother of the guy we game at who is inexperienced who just rolls dice and shows no real interest in roleplaying or taking part of what is going on. We have a aquatic druid who is the captain, titan mauler who is the first mate/master of arms, and a swashbuckler who is the quartermaster. My question is, are the three of them enough for this AP? I have made two NPCs to help fill out roles on the ship but should I introduce a few more so that they can take a couple with them off ship? And if so, how many would you say should I limit it to? Then I guess the followup is when I am doing xp, should I include the NPCs into the calculations?

My second question is about infamy. I have read ahead through part 2 and three of raiders. How do the players get infamy in part 2, so that they can crack the rock through diplomacy? I don't remember reading anything about it in the last part of the first book but I could of missed it.

My third question is about the pathfinder journals in the back of each book. I find them interesting, but am I suppose to share them with the players in someway?

Last question is about the rumors. What are somethings you have done with the rumors? I've had a couple thoughts but as of now, they haven't had much chance to go out and pursue them.

I do have a request, we use a app.roll20.net for mapping and positioning and found it works real well. I went and go the pdf of the maps for this campaign and has found it lacks the man's promise and other ships. I was wondering if anyone has any that they can send to me or a website they found them at? Right now we are using what I took pictures from the book with my camera and they are not too great. If you could help me out that would be awesome.

Thanks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You can run with three PCs. What I would do is allow one of the friendly major NPCs to become a member of the party and pass the PC around after the NPCs personality is clearly defined by you. Let anyone who could handle or would want two characters to get in on the action. The great thing about the AP there are plenty of named and no-named NPCs just hanging around most of the time as the ship's crew.

Doing the above brings you to 3 PCs and an NPC. I wouldn't even use XP. Just level them up at the appropriate times as a guide in the book. I was opposed to this method, but have come around to it. But this also solves your problem of NPC XP.

I've not researched Infamy in depth, cause I'm not far enought into the AP that it matters yet.

The pathfinder journals can be for your enjoyment or you can share. I usually don't as it would require either letting players borrow the book or breaking copyright laws by copying the pages.

Rumors: My thoughts are like yours. If I ever need a tavern story or a shoot-the-crap story, I've got plenty of rumors to drop in. We've only played one session, but during rum hours is a great place to share the rumors from the first book. But be prepared if you use the rumors to design your own side-trek adventure in case they PCs pursue them.


3 players is doable like Riggs says.

Infamy I haven't had to use at all, as my players aren't really as experienced as they like to think. Of course, my players took to the role of pirates like bacon on anything. They've had plenty of success making their own infamy.

Weather or not you share the journals with the players is up to you. The short stories at least give the a player a taste of the region and its perils. (As well as being pretty good.)

The rumors make for great side quests or sea-tales told by locals. They take a bit of effort to work in the way of planning on the GM's part. I've used them for both. There are a few other posts about how people have used them if you dig.

All in all, this a great AP that can be either really fun or really brutal depending on the encounter. Book 1's island has already gotten a lot of notice, and other sections make treacherous a way of life, but once you get rolling it just gets better.

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