Starting the adventure path at 2nd level


Skull & Shackles


Would I be putting the characters at to much of an advantage at letting them start at 2nd level? I would counter that bonus by having them start with zero xp and having to earn all the xp needed to go from lvls 1 to 3.


I've had similar thoughts for other APs, but I let them start at lvl 3, so that their builds are 'off the ground,' I know the first book wouldn't challenge them until the end, but I'm trying to help them survive the first book for story interests.

But a more direct answer, it'll give them a leg up on early 'encounters' but when they get to the island, you'll wish you let them start at lvls 4-5.


Much of the damage in the first book is ability damage, rather than hit points. If you start them at lvl 1, they'll at least have a sense of progress and accomplishment when they reach lvl 2. Plus they get the sense that the tables start to turn, vis-a-vis the rest of the crew.

My group survived the end at level 3. They didn't clear it 100% mind you, so left some loot behind. But they lived and it was quite the accomplishment.

Whichever way you go, I'm sure you'll have fun.


Debbin wrote:
Would I be putting the characters at to much of an advantage at letting them start at 2nd level? I would counter that bonus by having them start with zero xp and having to earn all the xp needed to go from lvls 1 to 3.

I think that this is a perfectly fine option - at the lowest levels players are most vulnerable to bad luck on the dice, and they have the fewest options at their disposal. Starting out at 2nd level shouldn't cause any problems in the slightest.

In truth though, as with all AP's, whether you start out at 1st or 2nd level I'd encourage you to forgo experience points altogether and advance the PC's as dictated by the various milestones outlined in the AP itself.


I am currently running this for my group and we are likely going to capture The Man's Promise this week. I would suggest starting them at level 1 (unless you have less then 4 players, which I could understand). As Uri Meca said, they start out being over-shadowed by the rest of the crew and it's been great seeing them get more confident about a pending mutiny, something they never would have risked at level 1.

If you start them at level 3, I think you may run the risk of having a party that will mutiny far too early. Also, when the party isn't hindered by potentially lethal lashings and fights with the hostile members of the crew, they will make stupid decisions. In other APs or campaigns, the game can survive, but the penalty for killing on the Wormwood, even in self-defense, is being keel-hauled. If the PCs think there are consequences, they are more likely to toe the line.

Besides, overcoming a challenge is way more fun than steamrolling it.


I'll add to what everyone else has said as I usually start my PCs at 2nd level also.

Just up the difficulty of the encounters somewhat until they are supposed to get to level 2 (Day 21 piracy) and you'll be fine; easy fix.

Game on!


Our own S&S adventure saw the main PCs (an elven Witch & a human Bard) start at lv.6! Of course how they ended up on the Wormwood devoid of everything but a hangover, the clothes on their backs, & a skill set not at all geared to sailing a boat was a catastrophe of their own making....

The Witch couldn't even cast spells until the end of book 1 due to A) not having a familiar, B) not having enough $ to fuel Find Familiar.

Advancement is by the milestones in the modules. So neither the Witch or Bard gained any lvs until going into book 3.
(They knew this would be the case going in.)

Other players/pirates: We have a number of friends who drop in/out for various reasons. So I've statted out all the "Named" pirates that began on the Wormwood and they all advance right along side the Witch/Bard. Of course, just like the true PCs, they have to reach the apropriate milestone. (For ex: Peppery Longfarthing {lv8}- whom the PCs coerced into joining them - will advance to 9th at the end of book 3).
When someone is able to make it? Then they get to run a pirate of their choice. When they aren't present? Said pirate reverts to NPC status. Saves a bunch of hassle keeping the crew stable & those pirates would get played either way.


I started the campaign off at level 2 as a player and GM'ing it as well.

Worked quite well : for one, multi-class builds did not just pop-up out of nowhere (always a bit of a concern for our role-play enthusiastic groups), and gives the players less of a "Jim Hawkins" feeling, allows them to have some competence. On the other hand - even at second level, we never felt overpowered, and since XP are reduced for the challenges posed....
The Island of Bonewrack in the final act is still quite deadly anyway (as written), and getting whipped by Scourge (even for non-lethal damage) can really disable an unlucky character at first level.

PS - Even at 2nd level we lost 2 characters in the first book, due to traps and monsters. A friend's game of four was wiped out on Bonewrack by a single bad call. so 2nd level does not feel like an overpowering advantage

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