It is a gold mine for those who love roleplaying. Not a lot of your typical action happens for pretty much the first half of the book. It is a roleplaying heavy volume of the AP. Their freedom is very limited and they are punished for the slightest infractions. Which is another way of saying they are enslaved. The group starts out press-ganged on to the ship. They'll also make some enemies who will be there until the end. They'll make lots of friends and those friendships will payoff and create an awesome tapestry through the AP. Once the inevitable happens, it's quite the payoff for the group. The antagonists are really well done in that your group should definitely grow to hate them. Next to Rise of the Runelords it's been the AP I've wanted to run most. I've wanted to run it for a long time and finally got to start it last year. I've had this ever since it was first released. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF). The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG. RussellĮach monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D.Death and plunder in the Pathfinder’s Journal, by Robin D.Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. “The Wormwood Mutiny,” a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes: But when fortune turns to their favor, it’s up to the new crew to decide whether they’ll remain the pirate’s swabs or seize control and set sail for adventures all their own. They’ll have to learn how to survive as pirates if they’re to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan.
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