TL;DR- Best part of the adventure path 5/5
Plot-Spoilers ahead!- The pirates now have a ship and begin to be pirates. The player have a chance to grab an island for territory, make some alliances and explore an sunken dungeon. At the end of the adventure, the players will move from small time pirates to Full Free Captains of the Shackles.
GM Impressions-THIS IS THE ADVENTURE TO MAINLINE PIRATES! We’re past the level 1 problem of the first adventure. Now the players get to go be real pirates, and ITS AWESOME! I had a blast. The players had a blast. IF YOU WANT TO PLAY ANY OF THIS ADVENTURE PATH, THIS ADVENTURE IS THE ONE!
Good-You’re FINALY pirates in Pathfinder. You have a ship, and you set sail. The PCs can go ANYWHERE!
Bad-This is an improve heavy adventure. The PCs just go after ships. The book has some basic ships and a basic village they can attack. You as a GM have to make it entertaining. Its not hard, but you have to put in a little bit of leg work to make this fun. Also, get ready for underwater aquatic combat. If your PCs hate rules heavy combat, they will not enjoy that part.
Final Thoughts-Best part of the adventure path. YOU ARE PIRATES! No random skill checks. No real control on your PCs. Just GO! Be pirates! As a GM, read ahead, know your rules, and be ready to make stuff up on the fly! 5/5
