
Damocles Guile |
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We're almost through with the AP and after each book we usually get to read through it... our GM had made a number of changes, most of which worked out pretty well.
In Book 1, we ditched the rum ration and the bloody hour - people usually got lashed on the spot or a big production was made if someone did something to really earn a proper whipping... we also ditched the botfly swarms which I was glad of because we weren't equipped to them on.
Probably the most significant change we had from Book 1 as written was Aron Ivey was still alive and was able to tell us all of the Infernus backstory, guide us to its wreck to recover potions of water breathing for the fight in the sea caves and even warn us about the Grindylows themselves. Best of all, since he had built the stockade, it was determined that he had been the ship's carpenter and he assumed that role aboard our ship, making for a really great NPC for most of the AP.
I'll get into the other books later, but I'm curious what changes you guys made or encountered and how you felt about them.

vikingson |

First book, didn't change much.
Book 2 : We kept from "squibbing" but actually had the players exchange ship and upgrading for a better craft. This made for great fun, as the Group then went for Chelian vessels and then started to proceed preying on the Chelians. Added more quests
Also massively changed the "trasure island" plot into a chase across a dinosaur infested island (consider King Kong). Including a haunted semi-submerged treaure grotto as the finale.
Group disliked the constant harassment by the sahuagin ("how do these idots even find us and how do they keep up at the speeds we are sailing") so these got toned down
book 3 : not much. But players refused the proferred isle (they were really pixxed of at Kerdak and Harrigan)
book 4-6 : plot got massively revised this seemed to make everybody very happy (though I don't have the comparison at how much they would have hated the castle crawling) as things stayed naval and included a scouting trip to Correntyn (much fun was ad as "local fishermen").
Besides we had exploding volcanoes, tribal armies of Kuru, stealing the "Filthy Lucre" from under Kerdak's nose and a suitably epic battle with Harrigan and Admirality in a gaggle of interlocked ships worthy of Trafalgar. Nevermind the Summoning of Dagon himself.

ferrinwulf |

Only up to middle of part 2 (been playing for 27 weeks so far though).
Book 1: Cut back on the amount of days on the wormwood, 21 days became 12 days which worked really well. Other than that pretty much as is, the players mutined before Bonewrack but that could happen anyway.
Book 2: Ricketys as is, the major change happening once the players leave. I used the sandbox mentioned elsewhere in the forums and let the players do/go where they wanted. I have tables for random encounters (from isle of shackles), random tables for ships using the ones in the books, random ship events and hazards. I also have random charts for small settlements and encounters at ports so I just let it go with the flow this has been amazing and I really recommend it if you have the time. I also used the toucan pirate treasure and interwove a mini adventure involving the vegepygmies on smuggelers shiv from serpents skull. I have also done away with the whole shaughin plot as another underwater cavern was a bit much. My plot has the Inkskin attack happening whilst the party are at Tidewater either during the take over or hopefully negotating over dinner. She has been sent by Harrigan to kill Smythe and take the rock. The players may be able to turn Inkskin if they are lucky and have a useful NPC. Like Vikingson Mancatcher has become a treasure hunt on an island using an adventure in dead mans chest. The end will have them escaping the island being chased by the undead pirate captain in his ship the death knell for stealing his treasure.
Book 3: Not done yet but the sandbox will continue and I am replacing the wasp sting with the ship of fools adventure.
Book 4: Not too sure yet as it looks like it runs ok.
Book 5: Not too sure yet but continue with sandbox, most of it looks OK though, no plans as yet.
Book 6: Switch it round and have the players confront Bonefist first then end with the Fleet battle possibly around Port peril maybe. Also might have Harrigan turn up again at the end to claim Druvalias soul and the Players will need to defeat him one last time as he is now Hell's minion.

Blueluck |

We've only just crashed on Bonewrack Isle, but I'm enjoying the changes I've read so far and plan to borrow a few for my game!
The only changes I've made have been to slowly taper off work rolls, rum rolls, etc. over the course of the party's time on the Wormwood. The players were definitely happy to finish out their last week on the Wormwood with narrated sailing, whipping, and drinking than to roll for everything.

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I've only played Book 1 so far. We're switching back to Carrion Crown until I can work out how to effectively run the rest as a sandbox.
In Book 1, the biggest change I made was adding in the short adventure "Salvage Operation" from Dungeon no. 123. I followed the changes described by Dudemeister here.
It went phenomenally well. I think it was my players' favorite part of the entire adventure.
You can buy the issue of Dungeon from Paizo here.

ferrinwulf |
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I've only played Book 1 so far. We're switching back to Carrion Crown until I can work out how to effectively run the rest as a sandbox.
Divide the map of the shackles up into 50 mile squares (roughly how far a ship can travel in a day) use the info from the sandbox thread in this ap forum, use lots of random tables and that's pretty much it, most of it comes together when the players figure out what they want to do. Pretty much every week I have come up with something, so far its been nearly 10 weeks (30 hours) of sandbox play and we are going to be doing tidewater within the next 2 weeks I think. Its all new to me as Iv'e never tried a sandbox before but I can honestly say it has been worth the hard work.

RoninUsagi |

Plugg was kept alive until partway through book three. At which point his body was stuffed into a large barrel with a giant wasp body that the PC's had saved for some reason, an evil Juju totem they stole from a savage tribe, and several other unsavory items. It's still down there, in the bottom of The Blarneycock's hold, perc'o'latin' an evil gumbo to be released upon Harrigan (if the PC's get their desires), or the PC's themselves (If I get my Desires).
It's gotten to the point where I'll ask something along the lines of, "So you're opening The Barrel?"
To which everyone at the table yells at Captain East Clintwod (whose idea it was in the first place), "DON'T OPEN THE BARREL!!!"

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Trinite wrote:Divide the map of the shackles up into 50 mile squares (roughly how far a ship can travel in a day) use the info from the sandbox thread in this ap forum, use lots of random tables and that's pretty much it, most of it comes together when the players figure out what they want to do. Pretty much every week I have come up with something, so far its been nearly 10 weeks (30 hours) of sandbox play and we are going to be doing tidewater within the next 2 weeks I think. Its all new to me as Iv'e never tried a sandbox before but I can honestly say it has been worth the hard work.I've only played Book 1 so far. We're switching back to Carrion Crown until I can work out how to effectively run the rest as a sandbox.
Thanks for the tips, ferrinwolf! I'll take that into consideration whenever I finally have time to work on it.

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The best change on my part in book 1 was completely spontaneous and happened mostly due to my PCs being awesome. It happened when they fought Aaron Ivy in his stockade. I did not change his undead nature - however as an intelligent undead, I gave him a morale roll when he was completely cornered and nearly destroyed. Chances were not very good, but he surrendered, and later joined the PCs onboard their ship as a passenger.
My Ivy's backstory is that he was a con man back in Cheliax who infiltrated the Chelish navy under a false identity to get away from the law. He did this together with his accomplice and partner who disguised herself as one of the ship's whores. I gave him a level of bard and these days he hangs out on the ship with the PCs, uses Enhance Water to make them grog, and plays haunting Chelish dirges in the night on his violin.
Oh, and they have the problem of having to feed an always hungry undead monster on the ship - keeps them on their toes.

Hydraman18 |
I slowed down XP progression for a few home-brewed adventures during books three and four; I expanded the race into a two-part adventure; the first 5 across the finish line had to skirt the Eye of Abendego and comb the Sodden Lands for a secret treasure hidden in a sunken city. Their gathering of supplies for their island led them to Nidal (after a heated pursuit by the Chelish Navy). They were then chased back the other way by the Nidalese, with a hold full of Desnan rebels and half the port of Nisroch on fire.