Caribbean setting?


Skull & Shackles


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I'm looking to run Skull & Shackles in a pirate campaign that is set in the real world Caribbean in the early 1700's.

It looks like I will probably replace "The Shackles" with "The Bahamas" and Port Peril will become Freeport on Grand Bahama Island, etc.

I was curious if anyone has already converted the Adventure Path to a setting like this, and what advice you might have.

Thanks!


Dotting this for later. I am currently running a Caribbean-inspired game that is set in the Renaissance era. Includes everything from pirates and colonists to natives and firearms and everything in between.

I'm working at the moment without my notes. I'll be on tomorrow evening.


How are you coping with elves, grindylows, magic and sea monsters?


I've started with Skull & Bones from Green Ronin / Adamant Entertainment (on top of Pathfinder instead of d20) as the basis for the rules and setting.

Basically I'm going for something like the Pirates of the Caribbean movies. So no elves or fantasy magic (which has been replaced with Voodoo) but sea monsters are definitely a go, and most other fantastical beasts (including Grindylows) are fine.

As for races, I'm basically just sticking to human only so far. That part is pretty easy to gloss over.

I meant 'real world' in geographical terms more than anything else.

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