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Skull & Shackles #6

Pathfinder Adventure Path: Skull & Shackles Part 6 - From Hell's Heart by Jason Nelson

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With an enemy fleet intent on conquering the Shackles looming on the horizon, the adventurers must launch their own fleet of pirates and buccaneers to defend against the invaders, culminating in an epic naval battle at the edge of the Eye of Abendego. Will the adventurers defeat the invading navy and save the Shackles? Or will the independence of the Free Captains be eradicated forever?This volume of Pathfinder Adventure Path “From Hell’s Heart,” a Pathfinder RPG adventure for 13th-level characters, by Jason Nelson.- Pirate plots and sinister situations to expand the horizon of your Skull & Shackles campaign, by Adam Daigle.- More menacing sea monsters and terrors from the deep plaguing the Shackles, by Adam Daigle.- A pirate showdown in the Pathfinder’s Journal, by Robin D. Laws.- Seven new monsters, by Adam Daigle, Amanda Hamon, Mark Moreland, Eric Morton, and William Thrasher.Cover art by Daryl Mandryk

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First published August 23, 2012

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Jason Nelson

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Profile Image for Erekíbeon Barbagrís.
59 reviews5 followers
June 16, 2019
El final de la Senda de Aventuras anticipa casi en 7 años la (decepcionante) estructura de la última temporada de Juego de Tronos. Y en lugar de sugerir cursos de acción más innovadores prefiere ir a lo seguro, rematando la aventura con otro dungeoneo más.

**spoiler alert**

La primera parte de la aventura está dedicada a la invasión de la flota Chelia, de la que se especifica la ruta que seguirá desde el huracán a la "capital" pirata y un calendario de acontecimientos. De entre todas las opciones que se me ocurren (golpes de mano sobre barcos de suministro, sabotajes, ataques sorpresa en ciertos puntos de la ruta o durante el asedio de ciertos enclaves, etc) el autor prefiere ventilarse en apenas 8 páginas tal acontecimiento, detallando lo que podría ser el curso de una gran batalla naval en mitad del océano.

Y aunque semejante batalla es lo que debería ser el clímax de la aventura (de hecho ¡eso es lo que pone en la contraportada del libro!) resulta que aún nos quedan 27 páginas. Ahora los PJs tienen que derrocar al traicionero Rey del Huracán, en su isla con su fortaleza. Pero en lugar de mapearla y describirla, la aventura nos presenta unas mazmorras bajo ella donde se refugiaría el Rey. Y al más puro estilo dungeonero se presenta una sucesión de salas ordenadas sin mucho sentido, repletas de grupos heterogéneos de distintas clases de piratas, muertos vivientes únicos y monstruos gigantes subacuáticos. El final es una especie de puerto secreto subterráneo donde está el barco enemigo, algo demasiado parecido a los Goonies como para no pensar en un homenaje.

El libro se completa con las descripciones de los 4 PNJs más poderosos que se van a encontrar en la aventura, otra ronda de Objetos Mágicos, cinco semillas de aventuras sobre cómo continuar la campaña desde aquí (mucho más interesantes que lo que hemos tenido en esta última aventura), tres Monstruos Legendarios con modus operandi y todo, el final del relato de Robin D. Laws (algo decepcionante, la verdad) y un bestiario con algunos monstruos prehistóricos, rarezas extraplanares y una versión marina del extravagante Wolf-in-Sheep's-Clothing aún más raruna.
201 reviews1 follower
July 18, 2014
Ring Side Report- Skull and Shackles #6- From Hell's Heart

Originally posted on www.throatpunchgames.com, a new idea everyday!

Product- Pathfinder Adventure Path- Skull and Shackles #6 From Hell's Heart
Producer- Paizo
System-Pathfinder
Price-~$20
TL;DR- A somewhat disappointing end to an awesome adventure path 77%

Basics- Time to sail off the map! The players have beaten all their enemies and stand as the strongest force in the shackles! However, over the course of the previous adventures, the players have learned of a large strike force approaching across the sea. Can the players defeat this new enemy while dealing with a lazy leader? What happens after that? This book also has more monsters, plots to keep the story going after the adventure path is finished, and the finale of Robin D. Laws' story.

Story or Fluff- This one was kind of disappointing. The story that will lead your characters to leadership is kind of lack luster. It's more of a coup than any major revelation. The group across the sea (if you know Golarion, you know who I'm alluding too!) makes one kind of sad push, but the PCs will obliterate them with ease at this point. Nothing is unplayable, but it's kind of a let down from the previous awesome events. The story is ok, and the suggestions for future adventures are fun. But, they don't really balance the let down of the adventure. 3/5

Mechanics or Crunch- This part of the AP isn't really crunch heavy. There isn't any rule added. Honestly, my players found this adventure a cake walk. Even when I started throwing serious curve balls at the players by modifying the enemies as presented, my players were not in danger. It's not bad, but the adventure kind of summarizes the high level problems you can see in Pathfinder, especially when you have multiple low level enemies challenging experienced players. 3.5/5

Execution- This is the standard Paizo greatness. The character write ups are great, the pictures are well done, and the layout doesn't turn me away or make me hate reading this. I like what I see here. 5/5

Summary- This one is kind of a letdown. I LOVED this adventure path, but it does have its up's and down's. The players get some awesome prestige, but the way the story brings that to them is somewhat underwhelming. I would have liked something a bit more climactic (so when I ran this in my home game, I MADE it climactic!). It does finishes off the story, but you might have to add in your own special touches to make this stand out! 77%
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