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Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6) (PFRPG) PDF

****( ) (based on 20 ratings)

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Chapter 1: "The Wormwood Mutiny"
by Richard Pett

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. 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. 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.

This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes:

  • “The Wormwood Mutiny,” a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.
  • 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. Wesley Schneider.
  • Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.
  • Death and plunder in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D. Russell

Each 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. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN–13: 978-1-60125-404-7

The Wormwood Mutiny is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF).

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Product Reviews (20)
1 to 5 of 20 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 20 ratings)

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Some Assembly Required

***( )( )

I ran this adventure for a group of 5 new players. I cut some encounters and used the fast advancement track due to time constraints. Including building and leveling PCs, the adventure took 20 hours to run.

Richard Pett provides great information to build on here, with 8 fully detailed NPCs (friend and foe) and over a dozen more with enough information to inspire the GM. Even the mundane treasure is interesting. As a GM, though, you'll need to figure out how to introduce a number of the NPCs on your own. Instead of using space to provide advice in this area, the adventure has rules for daily job roles that can quickly get tedious.

The supplementary material for the adventure is solid, although one of the magic items is a bit expensive for the level range. The Life of a Pirate article contains more campaign-specific rules that I found confusing and hard to convey to the players. SKR's article on Besmara is up to his usual high standard, and the fiction should inspire a magic item or 2. The monsters compliment the adventure well, but the pirate familiars are missing any mention of bonuses (or lack thereof) for those who choose them.

Summary: Can be a blast to play, but only if the GM puts in the prep time. Most of the back matter is good quality.


Reading it is Brilliant, Playing it is a Different Story

***( )( )

I read this module and it immediately hooked me as a GM. This is an excellent, nay brilliant adventure that has much going for it. I put in massive amounts of work to encourage the players to get excited to play this and they were.

But I had not realised the effect this module would have. This module basically is about kidnapping the players, grind them down and subject them to a harsh ship experience. Sure, in the end they rise up and get a ship of their own and escape the yoke of the evil Captain and his minions but the lead up can be very depressing for players that get seriously into character.

This module nearly broke my group. The players in my group got tied up in their characters and it was not pleasurable to see how they attempted to balance who would get the beating and who would not. I felt for them as they felt the helplessness of their characters. In the long run it ended in a massive argument and the group nearly broke up for good. I had to spend a good amount of time rebuilding burnt bridges and assuring them that they were moments away from a great resolution to the module.

In the end I loved how this module read, hated how it played. So this review puts it right in the middle of the ratings. Consider running it (and the AP as a whole is awesome) but be aware of the dangers that lie in it.


Pulling the Plugg on the Wormwood

*****

Alright, I'm running this adventure for a second time with a different group simply because of the amount of enjoyment it brings, first things first there will be some minor spoilers within this review, if you're going to play in this as a player- don't read ahead just know its awesome- sorry. Okay

Day 1, my PC's had a tough time picking all of their gear (They're new to pathfinder) Someone took 'Fake footprint shoes' someone got some thieves tools and almost all of them got a class bag and then one of my favorite players took the 'rich parents' feat, I know- Wasted. I warned him he wouldn't be advised but bang-

Now I know this has nothing to do with the adventure but the first thing I got to do as a GM was say... "You awaken in a strange room, one that seems to be rocking side to side lightly, you can hear the creak of the wood around you, each creak pounds like a hammer blow to your head, you feel as though you may have had a few to many as you stand up to get your bearings you notice that all of your gear is gone..." The look on their faces. Amazing, now I wouldn't recommend this to a brand new GM, you need to be able to work with what your players do and on the first day you have a small confined area with around 20 NPC's the players need to interact with, it can be daunting but the NPC's they give in this AP are well written, likeable or down right teachable and destined to be hated by the PCs one thing as well as this book expects the players to be put down, its a different experience from most your job as the GM is to make certain that things that can go wrong, do go wrong for the PCs and when they get their chance for revenge, its brilliant. Long story short, highly recommend the series.


Ring Side Report-Pathfinder Adventure Path Skull and Shackles-The Wormwood Mutin

***( )( )

Originally posted on www.throatpunchgames.com

TL;DR-Better then Ok adventure. Has some elements that drag on a bit, but its to be expected in a 1st-3rd level adventure. Definitely worth your time! 3.5/5

Plot-Spoilers ahead!- The PCs wake up on a ship after being kidnapped. They join the crew under the cruel Captain Harrigan. They work as crew for a bit before joining in on their first pirate raid. The crew is split and the PCs are now under the even crueler 2nd in command and his cronies. The ship is damaged in a storm and the PCs have to fix the ship, rescue their friends, and finally mutiny against their captors.

GM Impressions-Good adventure, but it does drag on a bit in the first act. Like any good adventure, the goal is to get the PCs out of the level one “death zone” as quick as possible. If the PCs take a single crit from a goblin, the show is over before it begins! To get past this, the adventure does a series of day job checks. That’s ok, but if nothing really exciting happens for five days, the PCs are just rolling dice. As a GM it gets hard to spice up the fifth day of that. However, the PCs didn’t seem to notice too much and they had a good time. Its fun to really ramp up the hate from the PCs to a villain and then have them kill that person. Its cathartic for them.

Good-You’re pirates in Pathfinder. You don’t have to be good, you’re pirates! Let’s be bad guys!

Bad-Some dragging moments as they PCs have to do menial jobs. Its not heroic, but its grunt work for several days strait.

Final Thoughts-Good adventure, but not the greatest. Memorial cast that you can really ramp up hate for an excellent ending to the adventure. Keep the drag in mind and maybe skip ahead if your players get bored. 3.5/5


Buy this book or we'll Keelhaul ye! The Wormwood Mutiny

*****

This was right up my alley; I have always loved pirates; both Hollywood and real. Now I got to be one. While being a blood thirsty rogue is not for everyone, the game is well written, balanced, and delightfully exotic. Pass the rum, and read me full review here: The Wormwood Mutiny


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