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You can also freely print the book. Please click the link to download the book for free. In fact,book is really a window to the world. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges.

In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging.

Fans: 7 Become a Fan. Description Edit History. Publisher's blurb: There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. More Information Edit History. As I said: this AP is based on a terrific idea Netherstorm First Post.

If you even remotely like pirates at all, you should run or play this. The first four books are utterly fantastic. Five is a bit shaky and book six, in my opinion, needed to be revised quite a bit.

The final attack on Bonefist is OK, but in my opinion the final battle with the other main villain needed to be at sea on his ship. What really puts this over the top is all of the tie-in products. The ship flip-map is the exact ship the PCs start out on. Isles of the Shackles is seriously one of the most useful sourcebooks ever. It is literally overloaded with islands to adventure on, and comes with a bunch of cool monsters too. The sourcebook can help you flesh out book two, which has a massive "sandbox" piracy section.

There's even grindylow minis and one of my favorites, the seaweed siren. The only downside to this is that the minis are a bit brittle and some of them will break if you do not store them for transport with care. As a DM, preparing this path is difficult, but that goes for any campaign.

Book one in particular has some pitfalls to watch out for, namely the drinking rules and the fact that if you run the opening section where the PCs do ship chores day by day, it will become a drag. As always, you'll need to adjust it to your style.

But, in my opinion, it is well worth the effort and will create epic RPG moments that your group will talk about for years to come. Starfox Adventurer. First of all, it is not really a pirate adventure at all. It is a series of adventures in a pirate setting - any actual piracy is strictly optional except perhaps for a bit in part 2. Second, real-life pirate laws do not work for the player's and their crew - you can't give everyone in the crew an equal share of the spoils in a game like Pathfinder where the players' gear needs to advance along with them.

The player's companion includes pirate rules for infamy - these did not work very well for our group, as they are not achievement-based but are based on social skills - which all of our character excel at, making it too easy to feel relevant. The incorporated ship combat rules are also not very good and better resolved though storytelling. So, the piratey bits don't really work. The fleet battle rules are pretty good tough, and add a quick and exiting tactical game element, but that's really out of the scope of normal piracy.

On to the advenures. The first part begins with the players shanghaied and having to work their way up from the bilges, literally. It needs to be GMed with a light hand - I actually lost half my gaming group here as their characters were wallowing in filth. It has some great roleplay moments, and builds camaraderie among the future crew, but some players prefer to not play misery in such detail. The camaraderie doesn't really last unless the players and GM works at maintaining the crew - Pathfinder's rapid advancement means crew will become obsolete in later adventures.

Part two is the one where you engage in actual piracy, and ends with the players accepted as pirates. Part three gives them a chance to become sort of pirate "nobility" in a fantastic race. Part four gives them an island home to explore and build into a port. Part five is preparations for a big fleet battle, while parts five and six detail a war among pirates.

Throughout the players have a plot to investigate and must determine who to trust and not. This is perhaps the most interesting part; no concrete proof is found until late in the story, but there is a growing mood of suspicion, without actually going into paranoia. Overall, this is an excellent adventure path. Going over my text, I notice I point out all the bad things. A review is often like that - it is easier to complain, and you avoid spoiling things too.

Still, more than a summary like this indicates, this is an adventure of many, many small plots and situations you weave together.

The players have a great freedom of choice, and there are many instances where you can insert a little extra plot or piracy to spice things up. Depending on your chosen rate of advancement, this could easily be the skeleton plot of a huge pirate campaign. Last edited: Dec 9, JLant First Post. Lwaxy Cute but dangerous. If not, this AP is difficult to adapt.



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