Continuing the Campaign


Skull & Shackles

Grand Lodge

Did anyone continue the Skull & Shackles adventure path after the events of From Hell's Heart? What story threads did you develop to continue the campaign? "Vault of the First Hurricane King"? "Secret of the Smoker"? The Blood Queen? Aashaq the Annihilator? Moxix the Drinker of Human Hopes? Lusca? The next Chelish invasion? The Cult of the Eye? The Sargavan re-negotiation? Leng ships? Challenge to the Hurricane crown?

Grand Lodge

I guess no one continued the campaign.


i don't have stuff for continuing the campaign worked out yet (and it WILL continue) however i have been working on a side quest for Raiders of the Fever Sea involving the mustache from back cover of book 4 i'm tentatively calling it "The Seven Trials of Monkey Lagoon" still working on the map and traps.

i'll try to post it when i have it done

i'm also working on a Leshy variant, which is almost done (i have 2 kids, not a lot of time) its a Carnivorous Sea Sponge Leshy, and yes Carnivorous Sea Sponges are real!

other ideas
i'm basically gonna have a pirate ship piloted by a crazy druid named Patchy with a crew of awakened animals and various weird plant creatures such as the carnivorous sea sponge:)


I'd be VERY interested in seeing that, Captain Yesterday!

Regarding the OP, I haven't come close to getting to the end yet, and I imagine relatively few others have either. Still, all those plot hooks at the end of Book 6 look pretty promising. I doubt lots of people have put much into developing them because most groups don't make it to the end of APs.

Additional ideas that could work for already statted out high level villains for your planning:

The Hellblood Corsairs from the "Rival Guide" are a crew of four evil high level pirates seeking something mysterious in the Shackles.

The leveled unique kraken from "Mythical Monsters" would make a really good high level threat.

There is a leveled unique sea serpent in "Mysterious Monsters" that could also be a high level threat.

The leveled cyclops tyrant from "Giant Revisited" could tie in nicely as an obstacle if the group would like to scavenge in the Ghol Gan ruins.


The Inner Sea Bestiary is the book i use most so far outside the AP, so much good stuff!

Lost Kingdoms, Lost Cities of Golarion, Heart of the Jungle, and surprisingly Artifacts & Legends are also very good for mining for Pirate Campaigns

also Cities of Golarion has Ilizmagorti, and actually has the plot hook for starting Skull & Shackles right in there (Rob McReady wrote the Ilizmagorti piece and was in charge of S&S)

Grand Lodge

Shaun wrote:

I'd be VERY interested in seeing that, Captain Yesterday!

Regarding the OP, I haven't come close to getting to the end yet, and I imagine relatively few others have either. Still, all those plot hooks at the end of Book 6 look pretty promising. I doubt lots of people have put much into developing them because most groups don't make it to the end of APs.

Additional ideas that could work for already statted out high level villains for your planning:

The Hellblood Corsairs from the "Rival Guide" are a crew of four evil high level pirates seeking something mysterious in the Shackles.

The leveled unique kraken from "Mythical Monsters" would make a really good high level threat.

There is a leveled unique sea serpent in "Mysterious Monsters" that could also be a high level threat.

The leveled cyclops tyrant from "Giant Revisited" could tie in nicely as an obstacle if the group would like to scavenge in the Ghol Gan ruins.

All good ideas to look at, Shaun, especially the Hellbound Corsairs. I also believe that the Skeleton Ball should be included in a sequel to Skull & Shackles.

Grand Lodge

captain yesterday wrote:

The Inner Sea Bestiary is the book i use most so far outside the AP, so much good stuff!

Lost Kingdoms, Lost Cities of Golarion, Heart of the Jungle, and surprisingly Artifacts & Legends are also very good for mining for Pirate Campaigns

also Cities of Golarion has Ilizmagorti, and actually has the plot hook for starting Skull & Shackles right in there (Rob McReady wrote the Ilizmagorti piece and was in charge of S&S)

Any value added to the AP if the players are pressed in Ilizmagorti rather than Port Peril?

Scarab Sages

TritonOne wrote:
captain yesterday wrote:

The Inner Sea Bestiary is the book i use most so far outside the AP, so much good stuff!

Lost Kingdoms, Lost Cities of Golarion, Heart of the Jungle, and surprisingly Artifacts & Legends are also very good for mining for Pirate Campaigns

also Cities of Golarion has Ilizmagorti, and actually has the plot hook for starting Skull & Shackles right in there (Rob McReady wrote the Ilizmagorti piece and was in charge of S&S)

Any value added to the AP if the players are pressed in Ilizmagorti rather than Port Peril?

Using everything else as written, I don't think it would add or subtract value from the rest of the AP.

I haven't read the Ilizmagorti lead-in. It might make the pre-Wormwood portion of the first session more fun, if it's well-written. In Wormwood Mutiny as written, the GM can either refer to certain elements of that evening as a kind of flashback, or make up the details of the evening.

Grand Lodge

KarlBob wrote:
I haven't read the Ilizmagorti lead-in. It might make the first session a little more fun, if it's well-written.

Cities of Golarion doesn't go beyond the idea that the players were pressed in Ilizmagorti to make up for crew losses from a battle with a Chelish frigate. It leaves it up to the GM to develop and implement the idea.


TritonOne wrote:
KarlBob wrote:
I haven't read the Ilizmagorti lead-in. It might make the first session a little more fun, if it's well-written.
Cities of Golarion doesn't go beyond the idea that the players were pressed in Ilizmagorti to make up for crew losses from a battle with a Chelish frigate. It leaves it up to the GM to develop and implement the idea.

this is true, however i believe it was the original genesis of S&S since Rob did both:)


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I finished the final book a few months back. After taking about 3 years to finish the complete campaign (we broke off to play the Numerian campaign till the third book) I was ready for a break from the GM seat. I expect at the going rate our gaming group will mutiny soon and I will probably take back my rightful place as GM.

Anyways I was wondering if any of you ever produced anything more of a continued game? If anyone has links to another thread where someone has I would appreciate it.

A few unqiue differences in my campaign if yall want to shoot me suggestions.

1. Rickey Squibs wasn't small. It was actually a huge hidden port that was built from the hulls of wretched ships. There was a secret door hidden in the cliffs of the Serpent Coast that has a single keeper that ask crazy riddles. Interestingly enough the crazy gatekeeper stops asking riddles when they complain to the Governor but through the whole campaign they didn't. Even when they got additional ships or new players as captains. Everyone just accepted it as the gold standard. Honestly, I have got to wondering my self if its just part of the game and if I would ever remove that crazy gatekeeper. Seriously image Waterworld meets the Goonies.
2. The Hurricane King was not the Hurricane King! The true Kerdak Bonefist was hidden in a prison on the docks of the Hurricane King castle in Port Peril. The players found him listening to music played by wind elemental, food being prepared by hidden servants, and wearing elaborate robed pajamas. Once offer a sword he burst from the building slaughtered some guards in the nearby whore house and was back to his old true self. The players cheered as they found out the weak willed and unimpressive Hurricane King depicted in the Skull & Shackles is a fake. (Seriously the writer need to know what juice plot twist they missed)
3. So their is a number of hags throughout the Shackles that are trying to get a circle together. Oh yeah.. They can skin people and puppet around as those people. The Fake Hurricane King is one, Agasta Smythee, her daughter, and one of the oracles in the Smoker.
4. Tidewater Rock as a castle not a tower. Really cool gain for the players at low level. Great place to come back to and when they get higher level its not a boring stepping stone from the past.
5. Rampore Island was taken by one of my groups Pirate Lord. The other Pirate Lord failed to bring order to the Island of Empty Eyes.
6. The Island of Empty Eyes leads to the Darklands, ie. savage cyclops (think Warhammer Fantasy Ogre Kingdoms - Gorgers) and a ship of vampire drow.
7. Port Peril was sieged prior hence to the battle with the Chelixian fleet. Actually the siege was a instigated coup by a number of Pirate Lords under the influence of Tessa Fairwind. PLOT TWIST - Tessa Fairwind did want power after all and is a true pirate! Seriously she menipluated the group leading Pirate Lord that he should be Hurricane King and sneak into the castle. Tessa Fairwind hoped he'd die but weaken the Hurricane King enough for her to finish him off.
8. Krelloort was a sahuagin senator of a underwater sahauagin republic. PC failed on the throne check and started relations with the sahaugin people far more than I expected. Had to build some type of government and decided on a Roman Empire. Produced a ambassador based off an old magic card and a underwater legion that came in useful for the first fleet combat with Captain Barnabas Harrigan.
9. People believe that the Aiger's Kiss can close the Eye of Abendigo... Seriously people this is something the could be awesome to do in a high level game. But then you need a storm dungeon,I think I saw one at sometime back, and then you still have to wonder what the world looks like if the Eye of Abendigo disappears. The Sodden Lands dries up abit for sure. What parts of the Shackles get larger? Do water levels change at all? How does the work react? Do countries send forces to search the New Sodden Lands? What is there?
10. The colors of the Shackles under the rule of the Hurricane King and Pirate Council which a empty seat is left for Besmara herself is ORANGE and BLUE. Do not forget and if you have been doing it wrong please lash yourself and change it immediately.


Very interesting Brice,
I'm taking these into account as I'm currently directing TWM for newbie players. I was wondering if the concepts or looks of some NPCs were kind of cool but a bit shallow
I thinking I'm going to follow your Bonefist idea!


I am about to embark upon a post-Skull & Shackles game myself. My group was less interested in running the Shackles as pirate lords than taking the fight to Cheliax. Since they would lose the element of surprise going around the Eye of Abendego, they've decided they want to try and fly a fleet over it!

My plan is that among the Hurricane King's treasure maps is the location of a Shory flying city sunken in the Fever Sea. They'll have to fight the creatures that have taken up residence in the ruins (not sure what yet, maybe Deep Ones, maybe a unique Kraken and its servants) and then use the remaining records and an artifact or two make their own smaller scale version of the Shory flying technology.

Ultimately this may end up a Spelljammer campaign by level 17


Same for me, as we are about to enter the post game as well. I've woven several plots along the course of the modules and given my players no clue as to what was module and what was homebrew. At this point they just finished taking Lucre Hold and have to make some decisions.

They've promised to aid Iolandra Maxime in "dealing" with a vampire problem in Little Oppara. They stopped there around the time they were dealing with Tidewater Rock. They were chased out after a search for a missing crew member on shore leave led them to a nest of vampire spawn in the sewers and a follow up fight on there ship in the harbor. Several modules later they take a secret meeting with Iolandra Maxime in Quent which is interrupted by vampire assassins. Grateful for her life she agrees to aid them in the quest in exchange for support removing the vampires from her home port. It's been about 2 years since they left Little Oppara and the rumors say the port has gone dark.

Bedu Hanji of the Rampore Isles has a grudge against the party for interceding and destroying 3 of his hunter ships while they were taking down a famous halfling ship of freedom fighters out of Slipcove. They also had a tough encounter when they attacked an island fort while in the employ of Jolis Raffles. There they discovered Rampore slavers shipping slaves to Dahak's Fang by way of dragon. I beefed up Rampore's slave trade making them far more numerous, powerful, and independent of the Shackles pirates. They also sell quit a bit to the Chelish and now Little Oppara. EoEE is looking like a nice spot for some payback while the party is away.

Slaves are being shipped to Dahak's Fang by the Rampore slavers, and the party has killed dragon priests protecting Rampore slave ships. Little else is known about Dahak's. I wonder who's waiting for them :)

I'll likely bring out a couple of high CR encounters that are suggested in the books to keep things interesting along the way.

Liberty's Edge

I've planted hooks for Ifestus early on, and plan to include the Fiendspray of Chains and Hooks toward the end. I've never built my own monster, so that should be fun.


]•[


Dot

Scarab Sages

Here are some things that have changed significantly in my campaign. They are going to take down Harrigan's fleet this tuesday.

1: They have a alliance with the hag coven on the Isle of Empty Eyes.
2: Norgorber is actually against the Chelaxian invasion. It would lead to Asmodeus becoming the dominant religion in the Shackles region, thus I have a good reason for a non-Norgorberite to carry Aiger's Kiss.
3: Same Norgorber situation: They made 'friends' with a group of halflings that 'speak for the grey master' and trade in secrets. Everyone one of the halflings introduces himself as 'ricardo', so the PCs call them the Ricardo's.
4: The hurricane king is going to not be the final showdown, I am switching the invasion and the assault on the hurricane king around.
5: There is a big alliance with 'Raffle' the halfling pirate lord. See my PCs are all playing women (and most are OOC) and they've been happily marrying themselves out under shackle law. :P
6: One of the PCs is a dhampir from Nex and her 'dad' wants her back. He has sent vamppires to retrieve her, a squadron in Harrigan's fleet and has allied with Cheliax for the invasion to come get her himself!

I do believe that we will not be continueing the campaign after the chelaxian invasion. It seems like a very nice ending and we are up for something new after that.

PS: Do I hear pit fiend on the chelaxian navy, I do believe so! :D


My campaign has a background plot using characters from a previous campaign. A few years back a friend GM'd a game where we tried to get into the highest ranks of the Aspis Consortium. We ended with a PC being in charge of the Shackles/Sargava region, headquartered out of Blood Cove.

When the PC's in S&S took a Aspis Consortium ship in Book 2, they got on this former PC's radar, who sent kill squads after them. Eventually this lead to a near-TPK, and the NPC made them an offer they couldn't refuse: Do missions for me and you'll be allowed to live.

The NPC quickly realized The Shackles was rife for takeover, Bonefist was easy prey, so she just tasked the PC's with becoming the new Hurricane King. So, as far as the module plot goes, not much has changed.

HOWEVER, the PC's aren't super keen on being a puppet king, and still rankle at the ambush that got them into this situation in the first place. So if we continue after the modules, it will most likely be going after this puppet master in Bloodcove.

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