If you want to do so, follow Pathfinder Adventure Path #55: The Wormwood Mutiny with “Rum Punch,” followed by “Dangerous Waters” and “Black Coral Cove,” then move to Pathfinder Adventure Path #57: Tempest Rising. It’s also possible to use the adventures in Pathfinder Module: Plunder & Peril as part of the Skull & Shackles Adventure Path. These adventures can be run back to back as a full-length adventure, but if your group doesn’t want to be immersed in the piratical themes of the Shackles for that long, any of these adventures can also be run as a standalone experience. Rather than present a single adventure, we offer three separate short adventures written by three different authors, all connected by common plot threads (and references to a common set of appendices). The organization of this book is also a bit of a departure for the Pathfinder Module line. The goal is to create a fun and fast-paced experience full of pirate flavor without going so far as to give good-aligned characters serious moral qualms. On the other hand, while the PCs have plenty of opportunities to act like pirates, at no point are they asked to raid towns, board merchant ships, or force anyone to walk the plank. It works best for characters who desire to become wealthy and famous masters of the high seas, and are willing to bend the rules to achieve those goals. Pathfinder Module: Plunder & Peril takes the PCs to the Shackles, and gives them an opportunity to enjoy a taste of the pirate life.
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