Planning for the AP


Skull & Shackles


Yohoho and a bottle of rum!! I'm looking to GM Skull & Shackles sometime soon (any day now!!), and I could use a couple bits of advice.

First, I'd like to ask -- is it just me, or is the Inquisitor (Sacred Grimoire) not a great background character for a pirate campaign? I imagine somebody walking around with a copy of the Pirate Code and whacking people who get out of line.

Ok, back to something serious. My current AP is Kingmaker, lots of fey, lots of politics. I want the new AP to feel a lot like a pirate movie. To this end, if anybody's got some ideas, I'd love to hear them:

* Any good atmospherics I can give my players? I'm thinking of passing out hats, eyepatches, and hooks for everyone to wear -- and then when they get their own ship, the captain's Player will get a really nice hat.

* I'm a big fan of the rules systems spread out in the books. Right off the bat, I'm planning to use Auto Bonus Progression, Background Skills, Wound Levels, and Combat Stamina (all characters for free). I'm also thinking of using the Occult Rituals rules and some of the rules from Ultimate Intrigue.

* Does anybody have ideas for adventures or short scenarios I can adapt easily into a pirate-y sort of side adventure? I'm thinking of stuff that involves heists, thievery, skullduggery, disguises, and lots of buckling of swashes.

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